<h1>ENTITIES DOCUMENTATION </br>Version: 1.18.10.4</h1>
<h2><p id="Index">索引</p></h2>
<table border="1">
<tr> <th><a href="#Client Entity Documentation">Client Entity Documentation（客户端实体文档）</a></th> </tr>
<tr> <td> <a href="#"> </a> </tr> </td>
<tr> <td> <a href="#Spawn Egg"> Spawn Egg（生物蛋）</a> </tr> </td>
<tr> <td> <a href="#animation_controllers"> animation_controllers（动画控制器）</a> </tr> </td>
<tr> <td> <a href="#animations"> animations（动画）</a> </tr> </td>
<tr> <td> <a href="#enable_attachables"> enable_attachables（允许附着物）</a> </tr> </td>
<tr> <td> <a href="#hide_armor"> hide_armor（隐藏盔甲）</a> </tr> </td>
<tr> <td> <a href="#identifier"> identifier（实体标识符）</a> </tr> </td>
<tr> <td> <a href="#locators"> locators（定位器）</a> </tr> </td>
<tr> <td> <a href="#materials, textures, animations"> materials, textures, animations（材质，纹理，动画）</a> </tr> </td>
<tr> <td> <a href="#min_engine_version"> min_engine_version（最小引擎版本）</a> </tr> </td>
<tr> <td> <a href="#particle"> particle（粒子）</a> </tr> </td>
<tr> <td> <a href="#render_controllers"> render_controllers（渲染控制器）</a> </tr> </td>
<tr> <td> <a href="#scripts"> scripts（脚本）</a> </tr> </td>
<tr> <th><a href="#Data-Driven Spawning">Data-Driven Spawning（数据驱动生成）</a></th> </tr>
<tr> <td> <a href="#Spawn Rules"> Spawn Rules（生成规则）</a> </tr> </td>
<tr> <th><a href="#Filters">Filters（过滤器）</a></th> </tr>
<tr> <td> <a href="#clock_time"> clock_time</a> </tr> </td>
<tr> <td> <a href="#distance_to_nearest_player"> distance_to_nearest_player</a> </tr> </td>
<tr> <td> <a href="#has_ability"> has_ability</a> </tr> </td>
<tr> <td> <a href="#has_biome_tag"> has_biome_tag</a> </tr> </td>
<tr> <td> <a href="#has_component"> has_component</a> </tr> </td>
<tr> <td> <a href="#has_container_open"> has_container_open</a> </tr> </td>
<tr> <td> <a href="#has_damage"> has_damage</a> </tr> </td>
<tr> <td> <a href="#has_equipment"> has_equipment</a> </tr> </td>
<tr> <td> <a href="#has_mob_effect"> has_mob_effect</a> </tr> </td>
<tr> <td> <a href="#has_nametag"> has_nametag</a> </tr> </td>
<tr> <td> <a href="#has_ranged_weapon"> has_ranged_weapon</a> </tr> </td>
<tr> <td> <a href="#has_tag"> has_tag</a> </tr> </td>
<tr> <td> <a href="#has_target"> has_target</a> </tr> </td>
<tr> <td> <a href="#has_trade_supply"> has_trade_supply</a> </tr> </td>
<tr> <td> <a href="#hourly_clock_time"> hourly_clock_time</a> </tr> </td>
<tr> <td> <a href="#in_block"> in_block</a> </tr> </td>
<tr> <td> <a href="#in_caravan"> in_caravan</a> </tr> </td>
<tr> <td> <a href="#in_clouds"> in_clouds</a> </tr> </td>
<tr> <td> <a href="#in_contact_with_water"> in_contact_with_water</a> </tr> </td>
<tr> <td> <a href="#in_lava"> in_lava</a> </tr> </td>
<tr> <td> <a href="#in_nether"> in_nether</a> </tr> </td>
<tr> <td> <a href="#in_water"> in_water</a> </tr> </td>
<tr> <td> <a href="#in_water_or_rain"> in_water_or_rain</a> </tr> </td>
<tr> <td> <a href="#inactivity_timer"> inactivity_timer</a> </tr> </td>
<tr> <td> <a href="#is_altitude"> is_altitude</a> </tr> </td>
<tr> <td> <a href="#is_avoiding_mobs"> is_avoiding_mobs</a> </tr> </td>
<tr> <td> <a href="#is_biome"> is_biome</a> </tr> </td>
<tr> <td> <a href="#is_block"> is_block</a> </tr> </td>
<tr> <td> <a href="#is_brightness"> is_brightness</a> </tr> </td>
<tr> <td> <a href="#is_climbing"> is_climbing</a> </tr> </td>
<tr> <td> <a href="#is_color"> is_color</a> </tr> </td>
<tr> <td> <a href="#is_daytime"> is_daytime</a> </tr> </td>
<tr> <td> <a href="#is_difficulty"> is_difficulty</a> </tr> </td>
<tr> <td> <a href="#is_family"> is_family</a> </tr> </td>
<tr> <td> <a href="#is_game_rule"> is_game_rule</a> </tr> </td>
<tr> <td> <a href="#is_humid"> is_humid</a> </tr> </td>
<tr> <td> <a href="#is_immobile"> is_immobile</a> </tr> </td>
<tr> <td> <a href="#is_in_village"> is_in_village</a> </tr> </td>
<tr> <td> <a href="#is_leashed"> is_leashed</a> </tr> </td>
<tr> <td> <a href="#is_leashed_to"> is_leashed_to</a> </tr> </td>
<tr> <td> <a href="#is_mark_variant"> is_mark_variant</a> </tr> </td>
<tr> <td> <a href="#is_missing_health"> is_missing_health</a> </tr> </td>
<tr> <td> <a href="#is_moving"> is_moving</a> </tr> </td>
<tr> <td> <a href="#is_owner"> is_owner</a> </tr> </td>
<tr> <td> <a href="#is_persistent"> is_persistent</a> </tr> </td>
<tr> <td> <a href="#is_riding"> is_riding</a> </tr> </td>
<tr> <td> <a href="#is_skin_id"> is_skin_id</a> </tr> </td>
<tr> <td> <a href="#is_sleeping"> is_sleeping</a> </tr> </td>
<tr> <td> <a href="#is_sneaking"> is_sneaking</a> </tr> </td>
<tr> <td> <a href="#is_snow_covered"> is_snow_covered</a> </tr> </td>
<tr> <td> <a href="#is_target"> is_target</a> </tr> </td>
<tr> <td> <a href="#is_temperature_type"> is_temperature_type</a> </tr> </td>
<tr> <td> <a href="#is_temperature_value"> is_temperature_value</a> </tr> </td>
<tr> <td> <a href="#is_underground"> is_underground</a> </tr> </td>
<tr> <td> <a href="#is_underwater"> is_underwater</a> </tr> </td>
<tr> <td> <a href="#is_variant"> is_variant</a> </tr> </td>
<tr> <td> <a href="#is_visible"> is_visible</a> </tr> </td>
<tr> <td> <a href="#is_weather"> is_weather</a> </tr> </td>
<tr> <td> <a href="#light_level"> light_level</a> </tr> </td>
<tr> <td> <a href="#moon_intensity"> moon_intensity</a> </tr> </td>
<tr> <td> <a href="#moon_phase"> moon_phase</a> </tr> </td>
<tr> <td> <a href="#on_ground"> on_ground</a> </tr> </td>
<tr> <td> <a href="#on_ladder"> on_ladder</a> </tr> </td>
<tr> <td> <a href="#random_chance"> random_chance</a> </tr> </td>
<tr> <td> <a href="#rider_count"> rider_count</a> </tr> </td>
<tr> <td> <a href="#surface_mob"> surface_mob</a> </tr> </td>
<tr> <td> <a href="#trusts"> trusts</a> </tr> </td>
<tr> <td> <a href="#weather"> weather</a> </tr> </td>
<tr> <td> <a href="#weather_at_position"> weather_at_position</a> </tr> </td>
<tr> <th><a href="#Server Entity Documentation">Server Entity Documentation（服务端实体文档）</a></th> </tr>
<tr> <td> <a href="#AI Goals">AI Goals（AI意向）</a> </tr> </td>
<tr> <td> <a href="#Attributes"> Attributes（特性）</a> </tr> </td>
<tr> <td> <a href="#Built-in Events"> Built-in Events（内置事件）</a> </tr> </td>
<tr> <td> <a href="#Components"> Components（组件）</a> </tr> </td>
<tr> <td> <a href="#Entity Definition Properties"> Entity Definition Properties</a> </tr> </td>
<tr> <td> <a href="#Entity Description Properties"> Entity Description Properties</a> </tr> </td>
<tr> <td> <a href="#ID Lists"> ID Lists</a> </tr> </td>
<tr> <td> <a href="#Properties"> Properties</a> </tr> </td>
<tr> <td> <a href="#Triggers"> Triggers</a> </tr> </td>
</table>
<a href="#Index">返回顶部</a>
<h1><p id="Client Entity Documentation">Client Entity Documentation（客户端实体文档）</p></h1>

客户端实体文档包含在一个资源包中。 </br>首先，在资源包的根目录下创建一个新的文件夹并将其命名为 "entity"，在实体文件夹中创建一个JSON文件并给它一个名字。JSON文件需要一个版本格式和 minecraft:client_entity 信息。</br></br>minecraft:client_entity 部分包含实体的描述。在该部分，你可以设置许多关于实体的东西。一般来说，该文件定义了一个生物需要哪些资源，并给每个资源一个*友好*的名字，这样以便其他文件的实用。</br><h2></h2>
猪的客户端实体定义JSON示例<br / ><textarea readonly="true" cols="62" rows="32">
"format_version": "1.8.0",
  "minecraft:client_entity": {
     "description": {
       "identifier": "minecraft:pig",
       "min_engine_version": "1.8.0",
       "materials": { "default": "pig" },
       "textures": {
         "default": "textures/entity/pig/pig",
         "saddled": "textures/entity/pig/pig_saddle"
       },
       "geometry": {
         "default": "geometry.pig.v1.8"
       },
       "animations": {
         "setup": "animation.pig.setup",
         "walk": "animation.quadruped.walk",
         "look_at_target": "animation.common.look_at_target",
         "baby_transform": "animation.pig.baby_transform"
       },
       "animation_controllers": [
         { "setup": "controller.animation.pig.setup" },
         { "move": "controller.animation.pig.move" },
         { "baby": "controller.animation.pig.baby" }
       ],
       "render_controllers": [ "controller.render.pig" ],
       "locators": {
         "lead": { "head": [ 0.0, 14.0, -6.0 ] }
       },
       "spawn_egg": {
         "texture": "spawn_egg",
         "texture_index": 2
       }
     }
   }

</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="Spawn Egg">Spawn Egg（生物蛋）</p></h1>

设置实体刷怪蛋的颜色或纹理。有两种方法可以做到这一点。第一种是使用 HEX 来设置基础色（底色）和覆盖色。</br><h2></h2>

当一个纹理名称有一个以上的纹理时，你可以使用一个特殊值来选择你想要的那个。如果没有指定特殊值，则假定其为0，并使用列表中的第一个纹理。<br / >指定了一个纹理的刷怪蛋示例<br / ><textarea readonly="true" cols="27" rows="5">
"spawn_egg": {
  "texture": "spawn_egg", 
  "texture_index": 2
}
</textarea> </br>
使用了十六进制值的刷怪蛋示例<br / ><textarea readonly="true" cols="29" rows="5">
"spawn_egg": {
  "base_color": "#53443E",
  "overlay_color": "#2E6854"
}
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<br><br>

<h1><p id="animation_controllers">animation_controllers（动画控制器）</p></h1>

决定何时播放哪些动画。每个控制器包含一个会播放一个或多个动画的状态列表，允许玩家指定名称来引用动画控制器的完整名称。每个控制器名称是必需的，并且需要与该生物的其他动画控制器名称不同。玩家可以参考原版 Minecraft 资源包中的动画控制器，或者创建一个自己的。自定义动画控制器应该在资源包根部的 animation_controllers 文件夹中。</br><a href="#Index">返回顶部</a><br><br>

<h1><p id="animations">animations（动画）</p></h1>

允许玩家指定引用动画的完整名称。这些名字被动画控制器的JSON 所使用。玩家可以参考原版 Minecraft 资源包中的动画，也可以创建一个自己的动画。自定义动画应该在资源包根部的 animation 文件夹中。</br><a href="#Index">返回顶部</a><br><br>

<h1><p id="enable_attachables">enable_attachables（允许附着物）</p></h1>

决定实体是否可以装备身体部件。当值为"true"时，实体可以渲染盔甲和武器。</br><h2></h2>
<br / ><textarea readonly="true" cols="27" rows="2">
"enable_attachables": true
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="hide_armor">hide_armor（隐藏盔甲）</p></h1>

决定了实体的盔甲是否该被隐藏。当值为"true"时，实体身上盔甲会被隐藏。且会覆盖 enable_attachables 所指定的渲染设置。</br><h2></h2>
<br / ><textarea readonly="true" cols="19" rows="2">
"hide_armor": true
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="identifier">identifier（实体标识符）</p></h1>

标识符用于向服务器注册实体。在客户端实体文档 JSON 中，标识符设置了实体的外观（材料、纹理、模型等）。行为包中实体行为 JSON 中的匹配标识符将会赋予实体其行为。</br><a href="#Index">返回顶部</a><br><br>

<h1><p id="locators">locators（定位器）</p></h1>

定位器偏移量在模型空间中指定。例如"lead"定位器用于指定拴绳在实体上的连接位置。</br><h2></h2>
<br / ><textarea readonly="true" cols="42" rows="4">
"locators": {
  "lead": { "head": [ 0.0, 14.0, -6.0 ] }
}
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="materials, textures, animations">materials, textures, animations（材质，纹理，动画）</p></h1>

设置实体使用的材质、纹理和模型。玩家可以设置一个或多个材质、纹理和模型，供生物使用。玩家必须为他们设置自定义的名字。这些名称在渲染控制器 JSON 中使用。玩家可以从原版 Minecraft 资源包中调用材质、纹理和模型，或者创建自己的自定义材质、纹理和模型应位于资源包根目录下的相应文件夹中。</br><a href="#Index">返回顶部</a><br><br>

<h1><p id="min_engine_version">min_engine_version（最小引擎版本）</p></h1>

当存在时，可以设置允许解析 JSON 所需的最小版本。文档内的版本会与与构建最高优先级的资源包的引擎版本进行比较，如果定义的 min_engine_version 比该包的 engine 版本更新，则不解析该定义。 多个定义文件可能使用相同的标识符，在这种情况下，将只加载其中一个定义。与最高优先级的资源包的引擎版本相比，具有相同或最接近且不大于 min_engine_version 的定义将被解析，具有相同标识符的所有其他定义则不会被解析。当在资源包组顶部使用较旧的资源包时，这对于继续支持较旧版本的实体非常有用，同时在所有其他情况下也支持较新版本的实体。</br><a href="#Index">返回顶部</a><br><br>

<h1><p id="particle">particle（粒子）</p></h1>

允许指定一个键来引用粒子的完整名称。当键和实体都存在时，粒子就会在实体生成时被创建。键是必需的，并且需要与该生物的其他动画控制器的键名称不同。玩家可以参考原版 Minecraft 资源包中的粒子，或者创建自己的。自定义粒子应该在资源包根部的 particle 文件夹中。</br><a href="#Index">返回顶部</a><br><br>

<h1><p id="render_controllers">render_controllers（渲染控制器）</p></h1>

指定渲染控制器的名称。该名称需要与位于 Render Controllers 文件夹中的相应 JSON 的名称相匹配。玩家可以参考原版 Minecraft 资源包中的渲染控制器，或者创建自己的。自定义渲染控制器应该在资源包根部的 textures 文件夹中。</br><a href="#Index">返回顶部</a><br><br>

<h1><p id="scripts">scripts（脚本）</p></h1>

脚本允许玩家使用 Molang 来进行一次计算并存储该结果值。该值可以被反复使用，而不需要反复重新计算。脚本目前支持预动画和缩放，更多的脚本类型将在以后添加。</br>-预动画脚本可以在处理动画之前立即被评估。</br>-缩放脚本可以批量设置生物的模型大小。</br>*该特性已被删除*</br><h2></h2>
鳕鱼的动画脚本示例<br / ><textarea readonly="true" cols="125" rows="7">
"scripts": {
  "pre_animation": [
    "variable.ZRot = !query.is_in_water ? Math.cos((query.time_stamp + global.frame_alpha) * 14.32) * 90 : 0.0;",
    "variable.AnimationAmountBlend = Math.lerp(variable.AnimationAmountPrev, variable.AnimationAmount, global.frame_alpha);"
  ]
},
</textarea> </br>
蝙蝠的缩放脚本示例<br / ><textarea readonly="true" cols="18" rows="4">
"scripts": {
  "scale": "0.35"
},
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<br><br>

<h1><p id="Data-Driven Spawning">Data-Driven Spawning（数据驱动生成）</p></h1>

数据驱动生成允许玩家调整生物的生成条件，包括添加到游戏中的新生物在生物群系中的自然生成，添加/移除生物刷怪蛋到创造模式物品栏并设置生物刷怪蛋，并添加/移除到 /summon 命令中。</br>

<h1><p id="Spawn Rules">Spawn Rules（生成规则）</p></h1>

<h2></h2>

<h2><p id="Biome Tags">Biome Tags（生物群系标签）</p></h2>

游戏中的每个生物群系都有一个或多个标签，这些标签用于确定生物在哪些生物群系中生成。下面是可以使用的生物群系标签的列表：
</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">Tag</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">animal</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">beach</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">birch</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cold</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">dark_oak</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">deep</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">desert</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">edge</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">extreme_hills</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">flower_forest</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">forest</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">frozen</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hills</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ice</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ice_plains</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jungle</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">lakes</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">lukewarm</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mega</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mesa</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">monster</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mooshroom_island</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mountain</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mutated</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">nether</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ocean</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">plains</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">plateau</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">river</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">roofed</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">savanna</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">shore</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stone</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">swamp</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">taiga</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">the_end</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">warm</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="Conditions">Conditions（条件）</p></h2>

环境包含不同的组成部分，玩家可以使用这些部分来定义生物在群系的生成。
</br><h3></h3>

<h3><p id="Components">组件</p></h3>

<h4></h4>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:biome_filter</td>
<td style="border-style:solid; border-width:1; padding:9px">该组件允许玩家指定生物在哪些生物群系中生成。生物群系标签的信息见下文。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:brightness_filter</td>
<td style="border-style:solid; border-width:1; padding:9px">该组件允许玩家设置生成生物的光照强度范围。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">adjust_for_weather</td>
<td style="border-style:solid; border-width:1; padding:10px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:10px">false</td>
<td style="border-style:solid; border-width:1; padding:10px">这决定了天气是否能影响导致生物生成的光照强度条件（例如，允许敌对生物在白天下雨时生成）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">max</td>
<td style="border-style:solid; border-width:1; padding:10px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:10px">15.0</td>
<td style="border-style:solid; border-width:1; padding:10px">这是允许生物生成的最大光照强度值。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">min</td>
<td style="border-style:solid; border-width:1; padding:10px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:10px">0.0</td>
<td style="border-style:solid; border-width:1; padding:10px">这是允许生物生成的最小光照强度值。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:density_limit</td>
<td style="border-style:solid; border-width:1; padding:9px">该组件允许玩家确定特定生物类型的密度上限。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">surface</td>
<td style="border-style:solid; border-width:1; padding:10px">整数</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">这是该类型的生物在地表上可生成的最大数量。
</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">underground</td>
<td style="border-style:solid; border-width:1; padding:10px">整数</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">这是该类型的生物在地下可生成的最大数量。
</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:difficulty_filter</td>
<td style="border-style:solid; border-width:1; padding:9px">该组件允许玩家决定生物会在在设置特定难度的情况下生成。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">max</td>
<td style="border-style:solid; border-width:1; padding:10px">字符串</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">这是一个生物生成的最大难度。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">min</td>
<td style="border-style:solid; border-width:1; padding:10px">字符串</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">这是一个生物生成的最小难度。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:herd</td>
<td style="border-style:solid; border-width:1; padding:9px">该组件允许玩家决定一次生成一个生物群的大小。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">event</td>
<td style="border-style:solid; border-width:1; padding:10px">字符串</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">这是一个可以触发生成的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">event_skip_count</td>
<td style="border-style:solid; border-width:1; padding:10px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">这是事件被触发前可以生成的生物数量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">max_size</td>
<td style="border-style:solid; border-width:1; padding:10px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">这是生物在一个群内可生成的最大数量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">min_size</td>
<td style="border-style:solid; border-width:1; padding:10px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">这是生物在一个群内可生成的最小数量。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:spawns_on_surface</td>
<td style="border-style:solid; border-width:1; padding:9px">该组件允许生物在地表生成。添加该组件即起效，移除该组件使生物停止在地表生成。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:spawns_underwater</td>
<td style="border-style:solid; border-width:1; padding:9px">该组件允许生物在水中生成。添加该组件即起效，移除该组件使生物停止在水中生成。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">minecraft:weight</td>
<td style="border-style:solid; border-width:1; padding:9px">该组件允许玩家对该生物的生成频率赋权。权重较高的生物比权重较低的生物有更大的机会生成。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">default</td>
<td style="border-style:solid; border-width:1; padding:10px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:10px">0.0</td>
<td style="border-style:solid; border-width:1; padding:10px">这是生物生成的权重。</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<br><br>

<h2><p id="Getting Started">准备开始</p></h2>

新的生成规则包含在一个行为包中。首先，在您想添加新生物群系生成规则的行为包根部创建一个名为"spawn_rules"的新文件夹。在 spawn_rule 文件夹中，创建一个 JSON 文件，并给它一个名字。该 JSON 文件需要一个格式、描述和条件。生成规则包含描述和条件所有生成规则 JSON 需要有一个 ID （位于描述部分下）。与其他标识符类似，它遵循命名法则"namespace:name（命名空间:名称）"。 minecraft 命名空间是为原版 Minecraft 规则保留的。当改变一个现有的生物时，使用出现在该实体 JSON 中的 ID 。当创建你自己的生物时，请确保生物在所有实体的 JSON 文件中具有相同的 ID 。</br></br>生成规则还需要定义用于数量控制的生物组。每组都有自己的生成限制，通过将一个实体设置到一个生物组，只要该组没有达到生成限制，它就会生成。
</br></br>有三个可供实体分配的生物组：</br>-animal</br>-water_animal</br>-monster</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="Tagged Biomes">群系条件表</p></h2>

<h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">生物群系</th> <th style="border-style:solid; border-width:2;">标签</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Beach</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, beach, warm</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Birch Forest</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, birch, forest</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Birch Forest Hills</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, birch, forest, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Birch Forest Hills M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, forest, birch, mutated, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Birch Forest M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, forest, birch, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Cold Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, cold, monster</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Cold Taiga M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, cold, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Dark Forest</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, forest, roofed</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Dark Forest M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, roofed, forest, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Deep Cold Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, cold, monster, deep</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Deep Frozen Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, frozen, monster, deep</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Deep Lukewarm Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, lukewarm, monster, deep</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Deep Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, monster, deep</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Deep Warm Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, warm, monster, deep</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Desert</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, desert</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Desert Hills</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, desert, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Desert M</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, desert, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Forest</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, forest</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Forest Hills</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Forest M</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, flower_forest, forest, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Frozen Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, frozen</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Frozen River</td>
<td style="border-style:solid; border-width:2; padding:8px">river, frozen</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Giant Tree Taiga</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, mega</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Giant Tree Taiga Hills</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, mega, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Giant Tree Taiga Hills M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, mega, hills, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Giant Trees Taiga M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, mutated, mega</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Jungle</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, jungle</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Jungle Edge</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, jungle, edge</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Jungle Edge M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, jungle, edge, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Jungle Hills</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, jungle, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Jungle M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, jungle, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Lukewarm Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, lukewarm, monster</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mesa</td>
<td style="border-style:solid; border-width:2; padding:8px">monster</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mesa M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, mesa, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mesa Plateau</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, mesa</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mesa Plateau M</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, mesa, plateau, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mesa Plateau Stone</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, plateau</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mesa Plateau Stone M</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, mesa, plateau, mutated, stone</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mountain</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, extreme_hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mountain + M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, extreme_hills, mutated, forest</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mountain Edge</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, extreme_hills, edge, mountain</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mountain M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, extreme_hills, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mushroom Fields</td>
<td style="border-style:solid; border-width:2; padding:8px">mooshroom_island</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Mushroom Fields Shore</td>
<td style="border-style:solid; border-width:2; padding:8px">mooshroom_island, shore</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Nether</td>
<td style="border-style:solid; border-width:2; padding:8px">nether</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, monster</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Plains</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, plains</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Plains M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, plains, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">River</td>
<td style="border-style:solid; border-width:2; padding:8px">river</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Savanna</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, savanna</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Savanna M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, savanna, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Savanna Plateau</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, savanna</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Savanna Plateau M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, savanna, plateau, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Snowy Beach</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, beach, cold</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Snowy Mountains</td>
<td style="border-style:solid; border-width:2; padding:8px">frozen, ice, mountain</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Snowy Taiga</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, cold</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Snowy Taiga Hills</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, cold, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Snowy Tundra</td>
<td style="border-style:solid; border-width:2; padding:8px">frozen, ice_plain, ice</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Snowy Tundra M</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, frozen, ice_plains, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Stone Shore</td>
<td style="border-style:solid; border-width:2; padding:8px">monster, beach, stone</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Swamp</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, swamp</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Swamp M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, swamp, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Taiga</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Taiga Hills</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, hills</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Taiga M</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, taiga, mutated</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">The End</td>
<td style="border-style:solid; border-width:2; padding:8px">the_end</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Warm Ocean</td>
<td style="border-style:solid; border-width:2; padding:8px">ocean, warm, monster</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">Wooded Mountain</td>
<td style="border-style:solid; border-width:2; padding:8px">animal, monster, extreme_hills, forest, mountain</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<br><br>

<h2></h2>
僵尸的生成规则示例<br / ><textarea readonly="true" cols="72" rows="32">
"format_version": "1.8.0",
  "minecraft:spawn_rules": {
    "description": {
      "identifier": "minecraft:zombie",
      "population_control": "monster"
    },
    "conditions": [
      {
        "minecraft:spawns_on_surface": {},
        "minecraft:brightness_filter": {
          "min": 0,
          "max": 7,
          "adjust_for_weather": true
        },
        "minecraft:difficulty_filter": {
          "min": "easy",
          "max": "hard"
        },
        "minecraft:weight": {
          "default": 100
        },
        "minecraft:herd": {
          "min_size": 2,
          "max_size": 4
        },
        "minecraft:permute_type": [
          {
            "weight": 95
          },
          {
            "weight": 5,
            "entity_type": "minecraft:zombie_villager"
          }
        ],
        "minecraft:biome_filter": {
          "test": "has_biome_tag", "operator": "==", "value": "monster"
        }
      }
    ]
  }
</textarea> </br>
<br><br>

<h1><p id="Filters">Filters（过滤器）</p></h1>

过滤器允许数据对象使用指定的检测标准。</br></br>例如，一个包含过滤器的模型只有在过滤器标准值为 true 时才会被使用。</br></br></br></br>一个典型的过滤器由四个参数组成：</br></br>name（名称）：要应用的检测的名称。</br></br>domain（域）：检测应该在哪个域中进行。例如一个装甲槽；该参数只被少数检测使用。</br></br>operator（操作符）：与数值的比较，例如 “equal（等于）”或“greater（大于）”。</br></br>value（值）：与检测进行比较的值。</br></br></br></br>一个典型的过滤器看起来像下面这样：</br></br> { "test" : "moon_intensity", "subject" : "self", "operator" : "greater", "value" : "0.5" } </br></br>其结果是调用实体（self）计算其位置的moon_intensity，如果结果大于 0.5 ，则返回 true 。
</br></br></br></br>检测可以使用集合"all_of"、"any_of "或"none_of "组合成组。</br></br>"all_of"中的所有检测都必须通过，该组通才会过。</br></br>"any_of"中的一个或多个检测必须通过，该组才会通过。</br></br>none_of"中的所有检测都必须不通过，该组才会通过。</br></br>

<h1><p id="clock_time">clock_time</p></h1>

将当前时间与一个范围为(0.0, 1.0)的浮动值进行比较。</br>0.0=中午 </br>0.25=日落 </br>0.5=午夜 </br>0.75=日出
</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">浮点数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）一个浮点值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "clock_time", "subject": "self", "operator": "equals", "value": "0.00" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="42" rows="2">
{ "test": "clock_time", "value": "0.00" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="distance_to_nearest_player">distance_to_nearest_player</p></h1>

将用和最近的玩家之间的距离与浮点值进行比较。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">浮点数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）一个浮点值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="99" rows="2">
{ "test": "distance_to_nearest_player", "subject": "self", "operator": "equals", "value": "0.00" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="58" rows="2">
{ "test": "distance_to_nearest_player", "value": "0.00" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="has_ability">has_ability</p></h1>

当主体实体具有命名能力时，返回 true。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要检测的能力</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">flySpeed</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">flying</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">instabuild</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">invulnerable</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">lightning</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mayfly</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mute</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">noclip</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">walkSpeed</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">worldbuilder</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="90" rows="2">
{ "test": "has_ability", "subject": "self", "operator": "equals", "value": "instabuild" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="49" rows="2">
{ "test": "has_ability", "value": "instabuild" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="has_biome_tag">has_biome_tag</p></h1>

检测受试者所在的生物群系是否具有指定的标签。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要寻找的标签</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "has_biome_tag", "subject": "self", "operator": "equals", "value": " " }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="42" rows="2">
{ "test": "has_biome_tag", "value": " " }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="has_component">has_component</p></h1>

当目标实体包含已命名的（已存在的）组件时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要寻找的组件名</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="99" rows="2">
{ "test": "has_component", "subject": "self", "operator": "equals", "value": "minecraft:explode" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="58" rows="2">
{ "test": "has_component", "value": "minecraft:explode" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="has_container_open">has_container_open</p></h1>

当目标玩家打开一个容器返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="91" rows="2">
{ "test": "has_container_open", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="33" rows="2">
{ "test": "has_container_open" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="has_damage">has_damage</p></h1>

当目标实体受到已命名（已存在的）类型的伤害时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要检测的伤害类型</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">anvil</td>
<td style="border-style:solid; border-width:2; padding:8px">铁砧</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack</td>
<td style="border-style:solid; border-width:2; padding:8px">近战攻击</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_explosion</td>
<td style="border-style:solid; border-width:2; padding:8px">方块爆炸</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">contact</td>
<td style="border-style:solid; border-width:2; padding:8px">仙人掌或甜浆果丛</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drowning</td>
<td style="border-style:solid; border-width:2; padding:8px">溺水或淋雨</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_explosion</td>
<td style="border-style:solid; border-width:2; padding:8px">实体爆炸</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fall</td>
<td style="border-style:solid; border-width:2; padding:8px">跌落或末影珍珠</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">falling_block</td>
<td style="border-style:solid; border-width:2; padding:8px">下落的方块（除了铁砧）</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fatal</td>
<td style="border-style:solid; border-width:2; padding:8px">任何可以杀死该主体的伤害</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fire</td>
<td style="border-style:solid; border-width:2; padding:8px">火或篝火</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fire_tick</td>
<td style="border-style:solid; border-width:2; padding:8px">身上连续着火</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fly_into_wall</td>
<td style="border-style:solid; border-width:2; padding:8px">动能</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">lava</td>
<td style="border-style:solid; border-width:2; padding:8px">熔岩</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">magic</td>
<td style="border-style:solid; border-width:2; padding:8px">药水、龙息、唤魔者尖牙或守卫者激光</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">none</td>
<td style="border-style:solid; border-width:2; padding:8px">无</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">override</td>
<td style="border-style:solid; border-width:2; padding:8px">程序直接覆写生命值</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">piston</td>
<td style="border-style:solid; border-width:2; padding:8px">活塞</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">projectile</td>
<td style="border-style:solid; border-width:2; padding:8px">弹射物</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stalactite</td>
<td style="border-style:solid; border-width:2; padding:8px">钟乳石</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stalagmite</td>
<td style="border-style:solid; border-width:2; padding:8px">石笋</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">starve</td>
<td style="border-style:solid; border-width:2; padding:8px">饥饿</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">suffocation</td>
<td style="border-style:solid; border-width:2; padding:8px">窒息</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">suicide</td>
<td style="border-style:solid; border-width:2; padding:8px">/kill 指令</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">thorns</td>
<td style="border-style:solid; border-width:2; padding:8px">荆棘</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">void</td>
<td style="border-style:solid; border-width:2; padding:8px">虚空</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">wither</td>
<td style="border-style:solid; border-width:2; padding:8px">凋零</td>
</tr>
</table>
</td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "has_damage", "subject": "self", "operator": "equals", "value": "fatal" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="43" rows="2">
{ "test": "has_damage", "value": "fatal" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="has_equipment">has_equipment</p></h1>

检测在目标实体的指定装备槽中是否存在一个已命名的物品。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">domain</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">any</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要检测的装备位置</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">any</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">armor</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">feet</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hand</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">head</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">leg</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">torso</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要寻找的物品名</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="103" rows="2">
{ "test": "has_equipment", "subject": "self", "domain": "any", "operator": "equals", "value": "dirt" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="45" rows="2">
{ "test": "has_equipment", "value": "dirt" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="has_mob_effect">has_mob_effect</p></h1>

检测目标实体是否受到了指定生物影响。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）一个字符串值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "has_mob_effect", "subject": "self", "operator": "equals", "value": "" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="29" rows="2">
{ "test": "has_mob_effect" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="has_nametag">has_nametag</p></h1>

检测目标实体是否被命名。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "has_nametag", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="26" rows="2">
{ "test": "has_nametag" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="has_ranged_weapon">has_ranged_weapon</p></h1>

检测目标实体是否持有远程武器（如弓和弩）。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="90" rows="2">
{ "test": "has_ranged_weapon", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="32" rows="2">
{ "test": "has_ranged_weapon" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="has_tag">has_tag</p></h1>

当目标实体持有与提供的标签相同的标签时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）一个字符串值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="76" rows="2">
{ "test": "has_tag", "subject": "self", "operator": "equals", "value": "" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="22" rows="2">
{ "test": "has_tag" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="has_target">has_target</p></h1>

当目标实体锁定一个有效的目标时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "has_target", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="25" rows="2">
{ "test": "has_target" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="has_trade_supply">has_trade_supply</p></h1>

检测目标实体是否有任何交易物品剩余。如果目标不能被交易，将返回 false 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="89" rows="2">
{ "test": "has_trade_supply", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="31" rows="2">
{ "test": "has_trade_supply" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="hourly_clock_time">hourly_clock_time</p></h1>

将当前24小时的时间与范围[0, 24000]中的一个整数值进行比较。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">整数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）一个整数值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="87" rows="2">
{ "test": "hourly_clock_time", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="46" rows="2">
{ "test": "hourly_clock_time", "value": "0" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="in_block">in_block</p></h1>

当目标实体在一个特定方块中时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）一个字符串值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="77" rows="2">
{ "test": "in_block", "subject": "self", "operator": "equals", "value": "" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="23" rows="2">
{ "test": "in_block" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="in_caravan">in_caravan</p></h1>

当目标实体在载具中时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "in_caravan", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="25" rows="2">
{ "test": "in_caravan" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="in_clouds">in_clouds</p></h1>

当目标实体在云中时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "in_clouds", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "in_clouds" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="in_contact_with_water">in_contact_with_water</p></h1>

当目标实体与任何水（如水方块、雨水、喷溅型水瓶）接触时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="94" rows="2">
{ "test": "in_contact_with_water", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="36" rows="2">
{ "test": "in_contact_with_water" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="in_lava">in_lava</p></h1>

当目标实体与岩浆接触时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="80" rows="2">
{ "test": "in_lava", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="22" rows="2">
{ "test": "in_lava" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="in_nether">in_nether</p></h1>

当目标实体在下界中时返回 true 。
</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "in_nether", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "in_nether" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="in_water">in_water</p></h1>

当目标实体在水中时返回 true 。
</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="81" rows="2">
{ "test": "in_water", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="23" rows="2">
{ "test": "in_water" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="in_water_or_rain">in_water_or_rain</p></h1>

当目标实体在水中或者雨中时返回 true 。
</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="89" rows="2">
{ "test": "in_water_or_rain", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="31" rows="2">
{ "test": "in_water_or_rain" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="inactivity_timer">inactivity_timer</p></h1>

检测是否已经达到了指定的不运动时间（单位：秒）。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">整数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）一个整数值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "inactivity_timer", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="45" rows="2">
{ "test": "inactivity_timer", "value": "0" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_altitude">is_altitude</p></h1>

根据提供的数值检测当前的海拔高度，0 = 基岩高度。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">整数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要与之比较的海拔值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="81" rows="2">
{ "test": "is_altitude", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="40" rows="2">
{ "test": "is_altitude", "value": "0" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_avoiding_mobs">is_avoiding_mobs</p></h1>

当目标实体逃离生物返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="89" rows="2">
{ "test": "is_avoiding_mobs", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="31" rows="2">
{ "test": "is_avoiding_mobs" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_biome">is_biome</p></h1>

检测目标实体是否处于以命名的群系中。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要检测的生物群系类型</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">beach</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">desert</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">extreme_hills</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">flat</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">forest</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ice</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jungle</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mesa</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mushroom_island</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ocean</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">plain</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">river</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">savanna</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stone_beach</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">swamp</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">taiga</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">the_end</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">the_nether</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "is_biome", "subject": "self", "operator": "equals", "value": "beach" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="41" rows="2">
{ "test": "is_biome", "value": "beach" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_block">is_block</p></h1>

当方块指定名称时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要寻找的族名</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "is_block", "subject": "self", "operator": "equals", "value": "player" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="42" rows="2">
{ "test": "is_block", "value": "player" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_brightness">is_brightness</p></h1>

将当前亮度与范围(0.0, 1.0)中的一个浮点值进行比较。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">浮点数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要与之比较的亮度值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "is_brightness", "subject": "self", "operator": "equals", "value": "0.50" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="45" rows="2">
{ "test": "is_brightness", "value": "0.50" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_climbing">is_climbing</p></h1>

当目标实体正在攀爬时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "is_climbing", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="26" rows="2">
{ "test": "is_climbing" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_color">is_color</p></h1>

当目标实体是指定颜色时返回 true （例如羊）。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要检测的调色板颜色</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">black</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blue</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">brown</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cyan</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">gray</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">green</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">light_blue</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">light_green</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">magenta</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">orange</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">pink</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">purple</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">red</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">silver</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">white</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">yellow</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "is_color", "subject": "self", "operator": "equals", "value": "white" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="41" rows="2">
{ "test": "is_color", "value": "white" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_daytime">is_daytime</p></h1>

当时间是白天时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "is_daytime", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="25" rows="2">
{ "test": "is_daytime" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_difficulty">is_difficulty</p></h1>

检测游戏的当前难度。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要检测的游戏的难度级别</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">easy</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hard</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">normal</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">peaceful</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="88" rows="2">
{ "test": "is_difficulty", "subject": "self", "operator": "equals", "value": "normal" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="47" rows="2">
{ "test": "is_difficulty", "value": "normal" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_family">is_family</p></h1>

当目标实体是指定家族的一个成员时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要寻找的族名</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "is_family", "subject": "self", "operator": "equals", "value": "player" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="43" rows="2">
{ "test": "is_family", "value": "player" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_game_rule">is_game_rule</p></h1>

检测一个游戏规则是否被激活。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">domain</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">(Required) The Game Rule to test.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="112" rows="2">
{ "test": "is_game_rule", "subject": "self", "domain": "domobspawning", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="54" rows="2">
{ "test": "is_game_rule", "domain": "domobspawning" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_humid">is_humid</p></h1>

测试目标是否在一个有湿度的地区。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="81" rows="2">
{ "test": "is_humid", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="23" rows="2">
{ "test": "is_humid" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_immobile">is_immobile</p></h1>

当目标实体是不动的，则返回 true 。如果一个实体满足 AI 缺乏目标、刚刚变换了所处维度、生命值归零三种情况之一，那么它是不动的。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "is_immobile", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="26" rows="2">
{ "test": "is_immobile" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_in_village">is_in_village</p></h1>

检测目标是否处在村庄范围内。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "is_in_village", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="28" rows="2">
{ "test": "is_in_village" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_leashed">is_leashed</p></h1>

当目标实体被拴住时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "is_leashed", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="25" rows="2">
{ "test": "is_leashed" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_leashed_to">is_leashed_to</p></h1>

当目标实体被指定实体拴住时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "is_leashed_to", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="28" rows="2">
{ "test": "is_leashed_to" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_mark_variant">is_mark_variant</p></h1>

当目标实体是提供的指定变种时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">整数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）一个整数值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="85" rows="2">
{ "test": "is_mark_variant", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="44" rows="2">
{ "test": "is_mark_variant", "value": "0" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_missing_health">is_missing_health</p></h1>

检测目标是否满生命值。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="90" rows="2">
{ "test": "is_missing_health", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="32" rows="2">
{ "test": "is_missing_health" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_moving">is_moving</p></h1>

当目标实体正在移动时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "is_moving", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "is_moving" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_owner">is_owner</p></h1>

当目标实体是指定实体的主人时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="81" rows="2">
{ "test": "is_owner", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="23" rows="2">
{ "test": "is_owner" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_persistent">is_persistent</p></h1>

检测目标的宿存性是否与传入的布尔值一致。</br>
（即是否使用了minecraft:persistent组件）
</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "is_persistent", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="28" rows="2">
{ "test": "is_persistent" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_riding">is_riding</p></h1>

当目标实体正在骑着另一个实体时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "is_riding", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "is_riding" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_skin_id">is_skin_id</p></h1>

当目标实体是提供的指定皮肤时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">整数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）一个整数值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="80" rows="2">
{ "test": "is_skin_id", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="39" rows="2">
{ "test": "is_skin_id", "value": "0" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_sleeping">is_sleeping</p></h1>

检测目标是否在睡觉。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "is_sleeping", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="26" rows="2">
{ "test": "is_sleeping" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_sneaking">is_sneaking</p></h1>

当目标实体正在潜行时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "is_sneaking", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="26" rows="2">
{ "test": "is_sneaking" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_snow_covered">is_snow_covered</p></h1>

检测目标所处区域是否被雪覆盖。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="88" rows="2">
{ "test": "is_snow_covered", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="30" rows="2">
{ "test": "is_snow_covered" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_target">is_target</p></h1>

当目标实体是指定实体的目标时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "is_target", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "is_target" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_temperature_type">is_temperature_type</p></h1>

检测当前温度是否是指定种类。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要检测的生物群系温度分类</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cold</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mild</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ocean</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">warm</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
</tr>
</table>
</td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="92" rows="2">
{ "test": "is_temperature_type", "subject": "self", "operator": "equals", "value": "cold" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="51" rows="2">
{ "test": "is_temperature_type", "value": "cold" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_temperature_value">is_temperature_value</p></h1>

将当前温度与范围(0.0, 1.0)中的一个浮点值进行比较，0.0时温度最低，1.0时温度最高。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">浮点数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要与之比较的生物群系温度值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="93" rows="2">
{ "test": "is_temperature_value", "subject": "self", "operator": "equals", "value": "0.50" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="52" rows="2">
{ "test": "is_temperature_value", "value": "0.50" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_underground">is_underground</p></h1>

当目标实体处于地下时返回 true 。
</br><hover title="有歧义">*如果实体上方有非固体方块，则该实体被视为地下实体。</hover></br></br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="87" rows="2">
{ "test": "is_underground", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="29" rows="2">
{ "test": "is_underground" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_underwater">is_underwater</p></h1>

当目标实体处于水中时返回 true 。如果实体完全没入水方块，则该实体被视为水中实体。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="86" rows="2">
{ "test": "is_underwater", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="28" rows="2">
{ "test": "is_underwater" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_variant">is_variant</p></h1>

当目标实体变种类型与提供的变种数相同时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">整数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）一个整数值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="80" rows="2">
{ "test": "is_variant", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="39" rows="2">
{ "test": "is_variant", "value": "0" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_visible">is_visible</p></h1>

当目标实体可见时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "is_visible", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="25" rows="2">
{ "test": "is_visible" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="is_weather">is_weather</p></h1>

*这一条被移除了*</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要寻找的族名</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="85" rows="2">
{ "test": "is_weather", "subject": "self", "operator": "equals", "value": "player" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="44" rows="2">
{ "test": "is_weather", "value": "player" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="light_level">light_level</p></h1>

检测生物是否暴露在一个范围在(0, 16)特定的光照强度下。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">整数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）一个整数值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="81" rows="2">
{ "test": "light_level", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="40" rows="2">
{ "test": "light_level", "value": "0" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="moon_intensity">moon_intensity</p></h1>

将当前月光强度与范围(0.0, 1.0)中的一个浮点值进行比较。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">浮点数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）一个浮点值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="87" rows="2">
{ "test": "moon_intensity", "subject": "self", "operator": "equals", "value": "0.00" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="46" rows="2">
{ "test": "moon_intensity", "value": "0.00" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="moon_phase">moon_phase</p></h1>

将当前月相与范围(0, 7)中的一个整数值进行比较。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">整数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）一个整数值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="80" rows="2">
{ "test": "moon_phase", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="39" rows="2">
{ "test": "moon_phase", "value": "0" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="on_ground">on_ground</p></h1>

当目标实体在地面时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "on_ground", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "on_ground" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="on_ladder">on_ladder</p></h1>

当目标实体在梯子上时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "on_ladder", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="24" rows="2">
{ "test": "on_ladder" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="random_chance">random_chance</p></h1>

如果随机在指定的最大范围内随机到0时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">整数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）一个整数值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="83" rows="2">
{ "test": "random_chance", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="42" rows="2">
{ "test": "random_chance", "value": "0" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="rider_count">rider_count</p></h1>

返回骑着目标实体的实体数量。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">整数</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）一个整数值。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="81" rows="2">
{ "test": "rider_count", "subject": "self", "operator": "equals", "value": "0" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="40" rows="2">
{ "test": "rider_count", "value": "0" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="surface_mob">surface_mob</p></h1>

检测生物是否是一个地面生物。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="84" rows="2">
{ "test": "surface_mob", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="26" rows="2">
{ "test": "surface_mob" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="trusts">trusts</p></h1>

如果目标被实体信任时返回 true 。</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">true</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）true或false。</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="79" rows="2">
{ "test": "trusts", "subject": "self", "operator": "equals", "value": "true" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="21" rows="2">
{ "test": "trusts" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="weather">weather</p></h1>

检测现在维度的天气并与指定值比较</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要寻找的族名</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="82" rows="2">
{ "test": "weather", "subject": "self", "operator": "equals", "value": "player" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="41" rows="2">
{ "test": "weather", "value": "player" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="weather_at_position">weather_at_position</p></h1>

在实体角度检测现在的天气并与指定值比较</br><h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">operator</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">equals</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）要应用的与‘value’的比较。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">!=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测小于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"><></td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">==</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">></td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">>=</td>
<td style="border-style:solid; border-width:2; padding:8px">检测大于或等于value。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">equals</td>
<td style="border-style:solid; border-width:2; padding:8px">检测相等关系。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">not</td>
<td style="border-style:solid; border-width:2; padding:8px">检测不等关系。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">subject</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px">self</td>
<td style="border-style:solid; border-width:3; padding:7px">（可选）该次过滤器检测的主体。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">选项</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damager</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的正在造成伤害的活动对象。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">other</td>
<td style="border-style:solid; border-width:2; padding:8px">在一次交互中与该次交互的调用者对立的成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">parent</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的父成员。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">player</td>
<td style="border-style:solid; border-width:2; padding:8px">参与到该次交互的玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">正在调用该次检测的实体或对象</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">调用者当前的目标。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">value</td>
<td style="border-style:solid; border-width:3; padding:7px">字符串</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">（必须）要寻找的族名</br></td>
</tr>
</table>
<h2>示例</h2>
完整..<br / ><textarea readonly="true" cols="94" rows="2">
{ "test": "weather_at_position", "subject": "self", "operator": "equals", "value": "player" }
</textarea> </br>
简短（使用默认值）..<br / ><textarea readonly="true" cols="53" rows="2">
{ "test": "weather_at_position", "value": "player" }
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h2>示例：</h2>
仅当 moon_intensity大于 0.5 且调用方的目标实体位于水中时，此过滤器组才会通过。<br / ><textarea readonly="true" cols="97" rows="8">
"all_of" : [

:   { "test" : "moon_intensity", "subject" : "self", "operator" : "greater", "value" : "0.5" }, 

:   { "test" : "in_water", "subject" : "target", "operator" : "equal", "value" : "true" } 

: ]
</textarea> </br>
<br><br>

<h1><p id="Server Entity Documentation">Server Entity Documentation（服务端实体文档）</p></h1>

<h1><p id="AI Goals">AI意向</p></h1>

<h2></h2>

<h2><p id="minecraft:behavior.admire_item">minecraft:behavior.admire_item</p></h2>

使该生物能够钦慕那些配置为可钦慕的物品。必须与admire_item组件组合使用</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">admire_item_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当钦慕该物品时要播放的声音事件</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">在再次播放该声音之前需要随机等待的时间的范围（以秒为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.barter">minecraft:behavior.barter</p></h2>

使该生物能够通过以物易物索求那些被配置为以物易物通货的物品。必须与barter组件组合使用</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.beg">minecraft:behavior.beg</p></h2>

允许该生物看向并跟随持有它们喜欢的食物的玩家。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">items</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">该生物喜欢的物品的列表</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">该生物将会乞求自的距离（以方块为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2, 4]</td>
<td style="border-style:solid; border-width:2; padding:8px">该生物将会盯着持有它们喜欢的食物的玩家，并乞求该食物的时间的范围（以秒为单位）</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.break_door">minecraft:behavior.break_door</p></h2>

允许该生物去破坏门。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.breed">minecraft:behavior.breed</p></h2>

允许该生物去与其他生物交配。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.defend_trusted_target">minecraft:behavior.defend_trusted_target</p></h2>

允许生物锁定另一个伤害它所信任的实体的生物。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">aggro_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在防御时偶尔播放的声音。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">两次攻击之间的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">能被生物作为有效目标的实体列表。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">使列表中的该条目有效的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">生物锁定实体时可以离开的最大距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">当值为"true"时，实体锁定的目标必须是可见的。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">决定该生物在失去一个目标并在目标不再可见时重新寻找一个新的目标之前所需的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物跑步速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物行走速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_see</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当值为"true"时，生物视线范围内的实体才会被锁定为目标。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">决该生物在失去一个目标并在目标不再可见时寻找一个新的目标之前所需的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">目标发起攻击所处的距离（以方块为单位）</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.door_interact">minecraft:behavior.door_interact</p></h2>

允许生物打开和关闭门。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.dragondeath">minecraft:behavior.dragondeath</p></h2>

让龙死亡时爆炸。仅末影龙可使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.dragonholdingpattern">minecraft:behavior.dragonholdingpattern</p></h2>

允许龙围绕传送门作圆形飞行。只能由末影龙使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.dragonlanding">minecraft:behavior.dragonlanding</p></h2>

允许龙停止飞行并过渡到栖息模式。只能由末影龙使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.dragonscanning">minecraft:behavior.dragonscanning</p></h2>

允许龙在栖息模式下四处寻找玩家进行攻击。只能由末影龙使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.dragontakeoff">minecraft:behavior.dragontakeoff</p></h2>

允许龙停止栖息并四处飞行。只能由末影龙使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.drink_potion">minecraft:behavior.drink_potion</p></h2>

允许生物根据特定的条件饮用药水。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">potions</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">实体可以喝的药水的列表。每个药水条目都有以下参数：</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">chance</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">当搜索要使用的药水时，该药水被选中的几率（从0.0到1.0）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">确定是否可以选择此药水时使用的过滤器。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">id</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px">-1</td>
<td style="border-style:solid; border-width:1; padding:9px">药水使用的 ID 。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_modifier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">实体在喝药水时使用的移动速度修正值。值为0代表速度没有变化。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.eat_carried_item">minecraft:behavior.eat_carried_item</p></h2>

如果生物携带食物，那么生物将吃下它，食物效果将应用于生物。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">delay_before_eating</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">生物在吃掉食物前等待的时间（单位为秒）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.enderman_leave_block">minecraft:behavior.enderman_leave_block</p></h2>

允许末影人放下他们携带的方块。只能由末影人使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.enderman_take_block">minecraft:behavior.enderman_take_block</p></h2>

允许末影人搬起方块并携带着四处走动。只能由末影人使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.explore_outskirts">minecraft:behavior.explore_outskirts</p></h2>

允许生物探索村庄的外围。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">explore_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">5.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物可进入村庄边界的最大距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">wait_time</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会站在周围“搜索” POI （兴趣点）的时间。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.find_cover">minecraft:behavior.find_cover</p></h2>

允许生物寻找阴影。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在再次使用该目标前必须等待的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.find_mount">minecraft:behavior.find_mount</p></h2>

允许生物四处寻找另一个生物骑在它上面。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当值为"true"时，生物在走向坐骑时将不会进入水中。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mount_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">-1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">这是生物坐上坐骑需要离所需坐骑的距离，以方块为单位。如果该值低于0，生物将使用其默认的攻击距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_delay</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在开始向坐骑移动前等待的时间。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_needed</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当值为"true"时，生物将在有目标的情况下只会寻找坐骑。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物寻找一个坐骑的距离（以方块为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.find_underwater_treasure">minecraft:behavior.find_underwater_treasure</p></h2>

允许生物向最近的水下废墟或沉船移动。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在废墟或沉船内移动来搜索宝箱的范围。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stop_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在停止前会移动的距离。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.flee_sun">minecraft:behavior.flee_sun</p></h2>

允许生物逃离阳光直射并寻求阴影。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.float">minecraft:behavior.float</p></h2>

允许生物在游泳时保持漂浮。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.float_wander">minecraft:behavior.float_wander</p></h2>

允许生物如恶魂一样飘浮游动。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">float_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.0, 0.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在落地和选择做其他事情之前飘浮的时间范围（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_reach</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当值为"true"时，可到达的地点才能成为有效的目标。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_reselect</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当值为"true"时，生物将随机挑选一个新的地点，同时飘浮到先前选定的地点。
</br>注：恶魂的生物 AI 在寻路时是找定点的，如果此项为 true 则会进行随机游走类似的飘浮</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">xz_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在地面上寻找新的移动点的距离（以方块为单位）。至少是1。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">7</td>
<td style="border-style:solid; border-width:2; padding:8px">生物向上或向下寻找新的移动点的距离（以方块为单位）。至少是1。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">要添加到所选目标位置的高度偏移（以方块为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.follow_caravan">minecraft:behavior.follow_caravan</p></h2>

允许生物跟随在商队（羊驼队伍）中的生物。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_count</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">可在商队中的实体数量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在商队中可以跟随的实体类型列表。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">使列表中的该标签有效的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">生物可以离开商队的最大距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">当值为"true"时，商队中的生物必须可见。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">决定该生物在失去一个目标并在目标不再可见时重新寻找一个新的目标之前所需的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物跑步速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物行走速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.follow_mob">minecraft:behavior.follow_mob</p></h2>

允许生物跟随其他生物。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物寻找被跟随生物的距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stop_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在跟随时与它所跟随的生物的距离（以方块为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.follow_owner">minecraft:behavior.follow_owner</p></h2>

允许生物跟随是它们主人的玩家。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">10.0</td>
<td style="border-style:solid; border-width:2; padding:8px">在生物开始跟踪主人之前，主人可以离开该生物的最远距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stop_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在跟随时与它所跟随的主人的距离（以方块为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.follow_parent">minecraft:behavior.follow_parent</p></h2>

允许生物跟随他们的父母到处走动。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.follow_target_captain">minecraft:behavior.follow_target_captain</p></h2>

允许生物向其当前目标队长移动。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">follow_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">定义生物在跟踪时与目标的距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">定义生物在放弃跟踪之前离其目标队长的最大距离（以方块为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.go_home">minecraft:behavior.go_home</p></h2>

允许生物移动回他们生成的位置。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">一个随机值，决定何时随机移动到某处。这有概率为此值分之一的机会来选择该目标。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_home</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当生物到家时将运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.hide">minecraft:behavior.hide</p></h2>

允许一个具有hide组件的生物试图移动到 - 并且藏匿到 - 一个已拥有的或附近的POI。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物反应的时间的数量（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">poi_type</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">	定义要藏匿于哪种POI类型。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">timeout_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">在此意向于一个内部错误或超时条件之后被再次使用之前的冷却时间（以秒为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.hold_ground">minecraft:behavior.hold_ground</p></h2>

生物停止运动并看着它的目标生物。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否将生物的目标广播给其他同类型的生物。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast_range</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0f</td>
<td style="border-style:solid; border-width:2; padding:8px">广播范围（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">10.0f</td>
<td style="border-style:solid; border-width:2; padding:8px">生物跑向该目标所必须达到的最小距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当目标在半径范围内时运行的事件。如果 broadcast 为 true ，该事件就会被广播。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.hurt_by_target">minecraft:behavior.hurt_by_target</p></h2>

允许生物锁定伤害它的生物。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">alert_same_type</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果值为"true"，附近同类型的生物将被提醒受到有同类受到伤害。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">这生物受到伤害时可以锁定的实体类型列表。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">使列表中的该条目有效的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">生物锁定实体时可以离开的最大距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">当值为"true"时，实体锁定的目标必须是可见的。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">决定该生物在失去一个目标并在目标不再可见时重新寻找一个新的目标之前所需的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物跑步速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物行走速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hurt_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果值为"true"，该生物将伤害其主人和与自己有相同主人的其他生物。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.inspect_bookshelf">minecraft:behavior.inspect_bookshelf</p></h2>

允许生物检查书架。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_count</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">每次检查时，生物会在其搜索范围和高度内检查有效的方块并移动到方块附近。如果数值为0，生物将在一次检查中检查范围内的每个方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会搜索书架的高度。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会寻找书进行检查的距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.knockback_roar">minecraft:behavior.knockback_roar</p></h2>

允许生物进行有伤害的击退，会影响到附近所有的实体。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">触发器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">on_roar_end</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">击退后发生的延迟（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在再次使用击退前必须等待的时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">吼声的持续时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_damage</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">6</td>
<td style="border-style:solid; border-width:2; padding:8px">击退吼叫所造成的伤害。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_horizontal_strength</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">水平击退的强度。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">击退的方块距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_vertical_strength</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">垂直击退的强度。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.lay_down">minecraft:behavior.lay_down</p></h2>

允许生物躺下。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">一个随机值，决定会发生什么随机事件。这有概率为此值分之一的机会来选择该目标。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_stop_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">一个随机值，决定会结束随机事件。这有概率为此值分之一的机会来选择该目标。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.lay_egg">minecraft:behavior.lay_egg</p></h2>

如果生物怀孕了，允许生物在某些类型的方块上产蛋。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">allow_laying_from_below</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">[实验性] 允许生物从无法到达的目标下方产蛋。如果目标方块是水，上面是空气，这就会很有用，因为生物可能无法到达水上面的空气方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">egg_type</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"> minecraft:turtle_egg</td>
<td style="border-style:solid; border-width:2; padding:8px">[实验性] 用于产蛋的方块类型。如果是乌龟蛋，方块中的蛋的数量会随机设置。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">lay_egg_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"> lay_egg</td>
<td style="border-style:solid; border-width:2; padding:8px">[实验性] 产蛋的音效名称。默认使用海龟的 lay_egg 。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">lay_seconds</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">10.0f</td>
<td style="border-style:solid; border-width:2; padding:8px">[实验性] 产蛋过程的持续时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_lay</td>
<td style="border-style:solid; border-width:2; padding:8px">触发器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">生物产蛋时运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">生物将寻找一个目标块来移动的高度（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物将寻找目标块移动的距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">数组</td>
<td style="border-style:solid; border-width:2; padding:8px">[ minecraft:sand ]</td>
<td style="border-style:solid; border-width:2; padding:8px">[实验性] 允许生物在上面产蛋的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_materials_above_block</td>
<td style="border-style:solid; border-width:2; padding:8px">数组</td>
<td style="border-style:solid; border-width:2; padding:8px">[ Air ]</td>
<td style="border-style:solid; border-width:2; padding:8px">[实验性] 目标方块上方可以存在的材料类型。可以为空气、水、岩浆。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">use_default_animation</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">[实验性] 指定在产蛋时是否应播放默认的产蛋动画。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.leap_at_target">minecraft:behavior.leap_at_target</p></h2>

允许怪物跳向并攻击其目标。只能由敌对生物使用。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_be_on_ground</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果值为"true"，生物将只在地面上向其目标跳跃。如果为"false"，那么它将可以多段跳。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">以玩家为目标之后就会宿存</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">yd</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在跳向目标时跳跃的高度（以方块为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.look_at_entity">minecraft:behavior.look_at_entity</p></h2>

允许生物看向附近的实体。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_horizontal</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在Y轴上能看到的角度（以度为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_vertical</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在X轴上能看到的角度（以度为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">决定该生物查看实体的条件的过滤器</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">该实体看向其他实体的距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2, 4]</td>
<td style="border-style:solid; border-width:2; padding:8px">看向实体的时间范围（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">看向目标的概率，值1.00相当于100%。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.look_at_player">minecraft:behavior.look_at_player</p></h2>

允许生物看向附近的玩家。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_horizontal</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在Y轴上能看到的角度（以度为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_vertical</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在X轴上能看到的角度（以度为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">该实体看向其他实体的距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2, 4]</td>
<td style="border-style:solid; border-width:2; padding:8px">看向实体的时间范围（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">看向目标的概率，值1.00相当于100%。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.look_at_target">minecraft:behavior.look_at_target</p></h2>

允许生物看着他们瞄准的实体。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_horizontal</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在Y轴上能看到的角度（以度为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_vertical</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在X轴上能看到的角度（以度为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">该实体看向其他实体的距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2, 4]</td>
<td style="border-style:solid; border-width:2; padding:8px">看向实体的时间范围（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">看向目标的概率，值1.00相当于100%。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.look_at_trading_player">minecraft:behavior.look_at_trading_player</p></h2>

允许生物看着正在与他们交易的玩家。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_horizontal</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在Y轴上能看到的角度（以度为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_of_view_vertical</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">360</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在X轴上能看到的角度（以度为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">该实体看向其他实体的距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2, 4]</td>
<td style="border-style:solid; border-width:2; padding:8px">看向实体的时间范围（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">看向目标的概率，值1.00相当于100%。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.make_love">minecraft:behavior.make_love</p></h2>

允许村民寻找配偶来繁殖其他村民。只能供村民使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.mingle">minecraft:behavior.mingle</p></h2>

允许一个实体去村庄钟的位置与其他实体交谈。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在再次使用该目标前必须等待的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">实体将与另一实体聊天的时间（单位为秒）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mingle_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0f</td>
<td style="border-style:solid; border-width:2; padding:8px">该实体与交谈对象之间的距离。如果两个实体种类不同，则两个实体上的该值必须相同。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mingle_partner_type</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px">empty</td>
<td style="border-style:solid; border-width:2; padding:8px">允许此实体与之交谈的实体类型</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.mount_pathing">minecraft:behavior.mount_pathing</p></h2>

允许生物在寻找攻击目标时自行移动。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物想要远离目标的距离</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">track_target</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true ，只要目标是有效目标，此生物就会追逐目标</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.move_through_village">minecraft:behavior.move_through_village</p></h2>

只能供村民使用。允许村民穿过村庄周围道路。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">only_at_night</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true ，村民只会在夜间穿过村庄</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.move_to_block">minecraft:behavior.move_to_block</p></h2>

允许生物向一个方块移动。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_reach</td>
<td style="border-style:solid; border-width:2; padding:8px">触发器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">到达该方块后运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_stay_completed</td>
<td style="border-style:solid; border-width:2; padding:8px">触发器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在方块停留时间达到 stay_duration 后运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会搜索方块的高度（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会搜索方块的范围（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">开始该行为的概率（在每个随机刻更新后应用）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stay_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">完成停留在方块上的时间（以刻为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要移动到的方块类型</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">向量 [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0, 0, 0]</td>
<td style="border-style:solid; border-width:2; padding:8px">添加到目标位置的偏移量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_selection_method</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">nearest</td>
<td style="border-style:solid; border-width:2; padding:8px">寻找符合要求的方块的种类。有效值是"random（随机）"和"nearest（最接近）"。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tick_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">20</td>
<td style="border-style:solid; border-width:2; padding:8px">尝试运行该行为的平均间隔时间（以刻为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.move_to_land">minecraft:behavior.move_to_land</p></h2>

允许生物在水中返回陆地。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_count</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会每刻在其搜索范围和高度内检查有效的方块并移动到方块附近。如果数值为0，生物将在一刻中检查范围内的每个方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会搜索陆地的高度（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会搜索陆地的范围（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.move_to_lava">minecraft:behavior.move_to_lava</p></h2>

允许生物在陆地中返回岩浆。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_count</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会每刻在其搜索范围和高度内检查有效的方块并移动到方块附近。如果数值为0，生物将在一刻中检查范围内的每个方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会搜索岩浆的高度（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会搜索岩浆的范围（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.move_to_liquid">minecraft:behavior.move_to_liquid</p></h2>

允许生物在陆地上移动到液体中。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">material_type</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">Any</td>
<td style="border-style:solid; border-width:2; padding:8px">要查找的液体方块的材质类型。有效值为“Any”、“Water”和“Lava”。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_count</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会每刻在其搜索范围和高度内检查有效的方块并移动到方块附近。如果数值为0，生物将在一刻中检查范围内的每个方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会搜索液体的高度（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会搜索液体的范围（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.move_to_poi">minecraft:behavior.move_to_poi</p></h2>

在该生物可以的情况下，允许它移动到一个POI。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">poi_type</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">向意向表明它应该寻找哪种POI类型。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.move_to_random_block">minecraft:behavior.move_to_random_block</p></h2>

允许生物移动到随机方块上</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">16.0</td>
<td style="border-style:solid; border-width:2; padding:8px">定义将选择要移动上去的方块于生物的距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">定义生物完成运动离方块的距离。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.move_to_village">minecraft:behavior.move_to_village</p></h2>

允许生物移动到村庄里的一个随机位置</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在再次使用该目标前必须等待的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">寻找村庄的距离，如果小于等于0，那么会无视距离移动到最近的村庄。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.move_to_water">minecraft:behavior.move_to_water</p></h2>

允许生物在陆地上返回水中。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_count</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会每刻在其搜索范围和高度内检查有效的方块并移动到方块附近。如果数值为0，生物将在一刻中检查范围内的每个方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会搜索水的高度（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会搜索水的范围（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.move_towards_target">minecraft:behavior.move_towards_target</p></h2>

允许生物向当前目标移动。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">定义生物离目标的距离。值为0表示它试图占用与目标相同的方块</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.nap">minecraft:behavior.nap</p></h2>

允许生物在特定条件下偶尔停下来打个盹。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_max</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在再次使用该目标前必须等待的最大时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_min</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在再次使用该目标前必须等待的最小时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mob_detect_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">6.0</td>
<td style="border-style:solid; border-width:2; padding:8px">该生物将要检测的生物在X和Z轴中的距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mob_detect_height</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">6.0</td>
<td style="border-style:solid; border-width:2; padding:8px">该生物将要检测的生物在Y轴中的距离（以方块为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.nearest_attackable_target">minecraft:behavior.nearest_attackable_target</p></h2>

允许一个实体在特定目标类型的集中攻击最近的目标。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">搜索攻击目标的时间范围（单位为秒），范围在(0,"attack_interval"]之间。只在 "attack_interva "大于0时使用，否则使用 "scan_interval"。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_interval_min</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">"attack_interval"的别名，提供与"attack_interval"相同的功能。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果值为"true"，生物可以伤害自己的主人。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">过滤哪些类型的目标对该实体有效。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">类型</th> <th style="border-style:solid; border-width:3;">默认值</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">filters</td>
<td style="border-style:solid; border-width:3; padding:7px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:3; padding:7px"></td>
<td style="border-style:solid; border-width:3; padding:7px">使该目标成为有效类型的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">max_dist</td>
<td style="border-style:solid; border-width:3; padding:7px">浮点数</td>
<td style="border-style:solid; border-width:3; padding:7px">16</td>
<td style="border-style:solid; border-width:3; padding:7px">为了成为一个有效的目标选择，目标距离实体的距离不得大于该值。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">must_see</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">false</td>
<td style="border-style:solid; border-width:3; padding:7px">确定目标有效性的生效条件是要求该实体只在范围内，还是既在范围内又在视线内。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:3; padding:7px">布尔值</td>
<td style="border-style:solid; border-width:3; padding:7px">3.0</td>
<td style="border-style:solid; border-width:3; padding:7px">目标不被该实体看到而失效的时间（以秒为单位）。只在"must_see"为 true 时使用。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_reach</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果值为"true"，生物需要一条通往目标的路径。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_see</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">确定目标有效性的生效条件是要求该实体只在范围内，还是既在范围内又在视线内。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">目标不被该实体看到而失效的时间（以秒为单位）。只在"must_see"为 true 时使用。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">persist_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">在目标不再有效后，该实体可以继续攻击目标的时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reselect_targets</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">允许攻击实体更新最近的目标，否则只有在每次"scan_interval"或"attack_interval"之后才会重新选择一个目标。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">scan_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">如果"attack_interval"是0或者没有声明，那么在两次攻击之间，每"scan_interval"刻就会扫描一个新的目标，最小值是1。低于10的值会影响性能。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">以玩家为目标之后就会宿存</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_invisible_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.7</td>
<td style="border-style:solid; border-width:2; padding:8px">与目标的装甲穿戴率相乘，在检测隐形目标时修改"max_dist"。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">-1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">最大垂直目标搜索距离，如果它大于目标类型的"max_dist"。负值默认为"entity_types"最大的"max_dist"。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_sneak_visibility_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.8</td>
<td style="border-style:solid; border-width:2; padding:8px">当实体试图检测潜行目标时，与目标类型的"max_dist "相乘。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">该实体在跟随目标时可以与目标的最大距离，否则目标会失效。该值只在实体没有声明"minecraft:follow_range"时使用。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.nearest_prioritized_attackable_target">minecraft:behavior.nearest_prioritized_attackable_target</p></h2>

允许生物检查并追踪最近的有效目标。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">选择目标前等待的时间（单位为秒）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此实体认为有效目标的实体类型列表</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">使列表中的该条目有效的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">生物锁定实体时可以离开的最大距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">当值为"true"时，实体锁定的目标必须是可见的。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">决定该生物在失去一个目标并在目标不再可见时重新寻找一个新的目标之前所需的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物跑步速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物行走速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_reach</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当值为"true"时，可到达的实体才能成为有效的目标。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_see</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当值为"true"时，实体锁定的目标必须是可见的。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">决定该生物在失去一个目标并在目标不再可见时重新寻找一个新的目标之前所需的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">persist_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0f</td>
<td style="border-style:solid; border-width:2; padding:8px">在目标不再有效后，该实体可以继续攻击目标的时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">priority</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">指定被过滤的敌人类型应该被攻击的优先级。数字越小意味着越优先。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reselect_targets</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true ，则当其他实体更接近时，目标将更改为当前最近的实体</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">scan_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">在对两次扫描目标之间要等待多少刻。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">以玩家为目标之后就会宿存</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">-1.0f</td>
<td style="border-style:solid; border-width:2; padding:8px">搜索目标生物的高度（以方块为单位），-1.0f意味着高度不重要。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">目标可在其中发起攻击的距离（以方块为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.ocelot_sit_on_block">minecraft:behavior.ocelot_sit_on_block</p></h2>

允许生物能够像豹猫一样坐在原地。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.offer_flower">minecraft:behavior.offer_flower</p></h2>

允许生物能够像铁傀儡一样向玩家提供一朵花。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.open_door">minecraft:behavior.open_door</p></h2>

允许生物打开门。这要求生物能够通过门，否则生物不会尝试打开门。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">close_door_after</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果值为"true"，生物会在穿过门之后关门。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.owner_hurt_by_target">minecraft:behavior.owner_hurt_by_target</p></h2>

允许生物锁定另一个伤害其主人的生物。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">允许生物锁定另一个伤害其主人的生物的列表。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">使列表中的该条目有效的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">生物锁定实体时可以离开的最大距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">当值为"true"时，实体锁定的目标必须是可见的。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">决定该生物在失去一个目标并在目标不再可见时重新寻找一个新的目标之前所需的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物跑步速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物行走速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.owner_hurt_target">minecraft:behavior.owner_hurt_target</p></h2>

允许生物锁定被其主人伤害的生物。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">允许生物锁定被其主人伤害的生物的列表。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">使列表中的该条目有效的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">生物锁定实体时可以离开的最大距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">当值为"true"时，实体锁定的目标必须是可见的。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">决定该生物在失去一个目标并在目标不再可见时重新寻找一个新的目标之前所需的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物跑步速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物行走速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.panic">minecraft:behavior.panic</p></h2>

允许生物进入恐慌状态，使其四处奔跑，远离使其进入此状态的危害源。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage_sources</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px">all</td>
<td style="border-style:solid; border-width:2; padding:8px">将导致该生物恐慌的实体危害源列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">force</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果值为"true"，该生物将不会停止恐慌，直到它不能再移动或意向从它身上移走。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ignore_mob_damage</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果值为"true"，该生物将不会对来自其他生物的伤害做出反应而恐慌。这覆盖了“危害源”中的伤害类型。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">prefer_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果值为"true"，生物会更偏好水于陆地。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.peek">minecraft:behavior.peek</p></h2>

允许生物能够像潜影贝探出壳一样探出头来。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.pet_sleep_with_owner">minecraft:behavior.pet_sleep_with_owner</p></h2>

允许宠物在主人睡觉时移动到床上。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">生物可以和主人同睡时离主人的高度（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物可以和主人同睡时离主人的范围（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.pickup_items">minecraft:behavior.pickup_items</p></h2>

允许生物从地上捡起物品。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pickup_any_item</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果值为"true"，生物可以从地上捡起任何物品。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pickup_to_hand_or_equipment</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果值为"true"，生物可以从地上捡起物品拿在手上或装备进装备槽。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">excluded_items</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">允许生物从地上捡起物品的列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会寻找物品捡起的最大距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">pickup_based_on_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果值为"true"，生物可能应难度的不同而有随机的机会无法捡起物品。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">track_target</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果值为"true"，只要是有效的目标，生物就会追赶它。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.play">minecraft:behavior.play</p></h2>

允许生物与其他小村民玩♂耍。只能由村民使用。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.player_ride_tamed">minecraft:behavior.player_ride_tamed</p></h2>

允许生物在被驯服后可以由玩家骑乘。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.raid_garden">minecraft:behavior.raid_garden</p></h2>

允许生物吃/抢夺农场里的农作物，直到吃饱为止。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">生物吃/抢夺的方块类型。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">eat_delay</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">每次吃/抢夺之间的间隔时间。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">full_delay</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">100</td>
<td style="border-style:solid; border-width:2; padding:8px">该生物吃饱后，想再吃/抢夺的时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">initial_eat_delay</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">在它到达后开始吃/抢夺的时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_to_eat</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">6</td>
<td style="border-style:solid; border-width:2; padding:8px">该实体想吃/抢夺的作物的最大数量。如果设置为0或更少，那么它就没有最大数量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会寻找农作物来吃的最大距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.random_breach">minecraft:behavior.random_breach</p></h2>

允许生物随机地跳出水面。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在再次使用该目标前必须等待的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">一个随机值，决定何时随机移动到某处。这有概率为此值分之一的机会来选择该目标。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">xz_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在XZ平面上寻找新的移动点的距离（以方块为单位）。必须至少是1。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">7</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在Y轴上寻找新的移动点的距离（以方块为单位）。必须至少是1。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.random_fly">minecraft:behavior.random_fly</p></h2>

允许生物在地面上附近随机盘旋。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_land_on_trees</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果值为"true"，生物可以停在树上而不是地上。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">xz_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在XZ平面上寻找新的移动点的距离（以方块为单位）。必须至少是1。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">7</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在Y轴上寻找新的移动点的距离（以方块为单位）。必须至少是1。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

妈的，我家猫抢我牛轧糖吃。<br>--by CMWither

<h2><p id="minecraft:behavior.random_hover">minecraft:behavior.random_hover</p></h2>

允许生物随机飞翔。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hover_height</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">生物将会保持的离地距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">一个随机值，决定何时随机移动到某处。这有概率为此值分之一的机会来选择该目标。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">xz_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在XZ平面上寻找新的移动点的距离（以方块为单位）。必须至少是1。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">7</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在Y轴上寻找新的移动点的距离（以方块为单位）。必须至少是1。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">要添加到所选目标位置的高度偏移（以方块为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.random_look_around">minecraft:behavior.random_look_around</p></h2>

允许生物随机环顾四周。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[2, 4]</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在寻找其他位置之前会一直向随机方向看的时间范围（以秒为单位）</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.random_look_around_and_sit">minecraft:behavior.random_look_around_and_sit</p></h2>

允许生物随机坐下并环顾四周一段时间。注： 必须设置坐姿动画才能使用此功能。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_look_count</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在环顾四周时拥有的独特外观的最大数量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">40</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在环顾四周时保持注视方向的最长时间（以刻为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_look_count</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在环顾四周时将具有的最小独特外观数量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_look_time</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">20</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在环顾四周时保持注视方向的最短时间（以刻为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">随机环顾四周/坐着的概率。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.random_sitting">minecraft:behavior.random_sitting</p></h2>

允许生物随机坐下一段时间。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在再次使用该目标前必须等待的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_sit_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">生物可以站起来之前的最短时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.1</td>
<td style="border-style:solid; border-width:2; padding:8px">这是生物开始该目标的几率，从 0 到 1</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stop_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.3</td>
<td style="border-style:solid; border-width:2; padding:8px">这是生物停止此目标的几率，从 0 到 1</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.random_stroll">minecraft:behavior.random_stroll</p></h2>

允许生物随机四处走动。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">一个随机值，用于确定何时随机移动到某个位置。这有概率为此值分之一的机会选择此目标</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">xz_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在地面上寻找新位置移动的距离（以方块为单位）。必须至少为 1</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">7</td>
<td style="border-style:solid; border-width:2; padding:8px">生物将向上或向下查找要移动到的新位置的距离（以方块为单位）。必须至少为 1</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.random_swim">minecraft:behavior.random_swim</p></h2>

允许实体在水中随机移动</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_surface</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，生物会避免浮出水面（待验证）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">一个随机值，用于确定何时随机移动到某个位置。这有概率为此值分之一的机会选择此目标</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">xz_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在地面上寻找新位置移动的距离（以方块为单位）。必须至少为 1</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">y_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">7</td>
<td style="border-style:solid; border-width:2; padding:8px">生物将向上或向下查找要移动到的新位置的距离（以方块为单位）。必须至少为 1</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.receive_love">minecraft:behavior.receive_love</p></h2>

允许村民停下来，以便其他村民可以与它繁殖。只能由村民使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.restrict_open_door">minecraft:behavior.restrict_open_door</p></h2>

允许生物在夜间待在室内。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.restrict_sun">minecraft:behavior.restrict_sun</p></h2>

允许生物自动避开阳光。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.rise_to_liquid_level">minecraft:behavior.rise_to_liquid_level</p></h2>

允许生物在水中悬浮</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">liquid_y_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Target distance down from the liquid surface. i.e. Positive values move the target Y down.</br></td><!-- 未翻译 -->
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">rise_delta</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement up in Y per tick when below the liquid surface.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sink_delta</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">Movement down in Y per tick when above the liquid surface.</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.roll">minecraft:behavior.roll</p></h2>

这允许生物向前滚动。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">[1.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">生物使用目标的概率。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.run_around_like_crazy">minecraft:behavior.run_around_like_crazy</p></h2>

允许生物漫无目的地四处奔跑。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.scared">minecraft:behavior.scared</p></h2>

允许一个生物在外部天气处于雷暴时变为受惊状态。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">当该意向以“1/延时”的机会被激活以开始时一个声音将会播放的时间间隔<br>（原文：The interval in which a sound will play when active in a 1/delay chance to kick off）</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.send_event">minecraft:behavior.send_event</p></h2>

允许 mob 向另一个 mob 发送事件。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cast_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">Total delay of the steps</td>
<td style="border-style:solid; border-width:2; padding:8px">整个事件发送过程的时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_at_target</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则生物将面对它向其发送事件的实体</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sequence</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要发送的事件列表</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">base_delay</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">开始此步骤之前的时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">event</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">要发送到实体的事件</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sound_event</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">此步骤发生时要播放的声音事件</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.share_items">minecraft:behavior.share_items</p></h2>

允许生物将其拥有的物品赠予其他人。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此生物将与之共享物品的实体列表</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">使列表中的该条目有效的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">生物锁定实体时可以离开的最大距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">当值为"true"时，实体锁定的目标必须是可见的。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">决定该生物在失去一个目标并在目标不再可见时重新寻找一个新的目标之前所需的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物跑步速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物行走速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物将寻找可与之共享物品的实体的最大距离（以方块为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.silverfish_merge_with_stone">minecraft:behavior.silverfish_merge_with_stone</p></h2>

允许生物像蠹虫一样进入石块。目前它只能由蠹虫使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.silverfish_wake_up_friends">minecraft:behavior.silverfish_wake_up_friends</p></h2>

允许生物提醒附近方块中的生物出来。目前它只能由蠹虫使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.skeleton_horse_trap">minecraft:behavior.skeleton_horse_trap</p></h2>

允许马生物成为陷阱马并像它们一样被触发，当玩家在附近时生成一个闪电和一群骷髅骑士。只能由马、骡、驴和骷髅马使用。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">陷阱存在的时间量（以秒为单位）。经过这段时间后，如果陷阱尚未激活，则会从世界中移除</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">玩家触发陷阱马的距离（以方块为单位）</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.sleep">minecraft:behavior.sleep</p></h2>

允许拥有床的村庄中的生物移动到其中并睡在其中。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在再次使用该目标前必须等待的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sleep_collider_height</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物的碰撞箱在休眠时的高度</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sleep_collider_width</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物的碰撞箱在休眠时的宽度</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sleep_y_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物碰撞箱在休眠时的 y 偏移量</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">timeout_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">8.0</td>
<td style="border-style:solid; border-width:2; padding:8px">The cooldown time in seconds before the goal can be reused after a internal failure or timeout condition</br></td><!-- 未翻译 -->
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.slime_attack">minecraft:behavior.slime_attack</p></h2>

只能由史莱姆和岩浆怪使用。允许生物使用像史莱姆一样的近战攻击。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">以玩家为目标之后就会宿存</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.snacking">minecraft:behavior.snacking</p></h2>

允许生物吃它在附近找到的食物。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">items</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">感兴趣的零食</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">snacking_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">7.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物再次能够吃零食之前的冷却时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">snacking_cooldown_min</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5f</td>
<td style="border-style:solid; border-width:2; padding:8px">生物能够再次吃零食之前的最短冷却时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">snacking_stop_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0017</td>
<td style="border-style:solid; border-width:2; padding:8px">这是生物停止吃零食的几率，范围从 0 到 1</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.sneeze">minecraft:behavior.sneeze</p></h2>

允许生物停下来并打喷嚏，可能会惊吓附近的生物并掉落物品。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在再次使用该目标前必须等待的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drop_item_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物打喷嚏时掉落物品的概率。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此生物在打喷嚏时会惊吓（导致跳跃）的实体类型列表。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">使列表中的该条目有效的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">生物锁定实体时可以离开的最大距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">当值为"true"时，实体锁定的目标必须是可见的。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">决定该生物在失去一个目标并在目标不再可见时重新寻找一个新的目标之前所需的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物跑步速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物行走速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">loot_table</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">战利品表，从中选择掉落的物品。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">prepare_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">即将打喷嚏时播放的声音。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">prepare_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物准备打喷嚏所需的时间（以秒为单位）（当 prepare_sound 正在播放时）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">打喷嚏的概率。值 1.00 为 100%</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">打喷嚏时播放的声音。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会被惊吓的距离（以方块为单位）</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.squid_dive">minecraft:behavior.squid_dive</p></h2>

允许鱿鱼潜入水中。只能由鱿鱼使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.squid_flee">minecraft:behavior.squid_flee</p></h2>

让鱿鱼游走。只能由鱿鱼使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.squid_idle">minecraft:behavior.squid_idle</p></h2>

允许鱿鱼在原地闲置地游泳。只能由鱿鱼使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.squid_move_away_from_ground">minecraft:behavior.squid_move_away_from_ground</p></h2>

允许鱿鱼从地面移回水中。只能由鱿鱼使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.squid_out_of_water">minecraft:behavior.squid_out_of_water</p></h2>

允许鱿鱼在出水时粘在地面上。只能由鱿鱼使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.stalk_and_pounce_on_target">minecraft:behavior.stalk_and_pounce_on_target</p></h2>

允许生物跟踪目标，然后在范围内猛扑目标，成功后目标将受到攻击，造成由攻击组件定义的伤害。失败时，生物将面临卡住的风险</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interest_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在猛扑之前感兴趣的时间量。当生物在猛扑范围内时，就会发生这种情况</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">leap_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.8</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in blocks the mob jumps in the direction of its target</br></td><!-- 未翻译 -->
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">leap_height</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.9</td>
<td style="border-style:solid; border-width:2; padding:8px">The height in blocks the mob jumps when leaping at its target</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_stalk_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">10.0</td>
<td style="border-style:solid; border-width:2; padding:8px">在放弃跟踪之前，目标可以达到的最大距离</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">pounce_max_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">5.0</td>
<td style="border-style:solid; border-width:2; padding:8px">开始向目标猛扑的最大距离（以方块为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">以玩家为目标之后就会宿存</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stalk_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.2</td>
<td style="border-style:solid; border-width:2; padding:8px">跟踪目标的移动速度</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">strike_dist</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">从突袭处着陆时，距离目标的最大距离，这仍然会导致对目标造成伤害</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stuck_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">如果生物失败并降落在他们可以卡住的方块上，他们将被卡住的时间</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.stay_while_sitting">minecraft:behavior.stay_while_sitting</p></h2>

允许生物在坐着时保持原地不动，而不是做其他事情。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.stomp_turtle_egg">minecraft:behavior.stomp_turtle_egg</p></h2>

允许此生物践踏海龟蛋</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interval</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">120</td>
<td style="border-style:solid; border-width:2; padding:8px">一个随机值，用于确定何时随机移动到某个位置。这有概率为此值分之一的机会选择此目标</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_height</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会寻找海龟蛋移动的高度（以方块为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物会寻找海龟蛋移动的距离（以方块为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.stroll_towards_village">minecraft:behavior.stroll_towards_village</p></h2>

允许生物移动到搜索范围内的村庄内的随机位置。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物在再次使用该目标前必须等待的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">生物认为它已经达到目标的方块内的距离。这是一个可以阻止 AI 为了到达一个特定的地点而来回跳动的冗余量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">在村庄内搜索点的距离（以方块为单位）。如果 <= 0，则无论距离如何，都查找最近的村庄。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.1</td>
<td style="border-style:solid; border-width:2; padding:8px">这是生物开始该目标的几率，从 0 到 1</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.summon_entity">minecraft:behavior.summon_entity</p></h2>

允许生物通过召唤其他实体来攻击玩家。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">summon_choices</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">生物用来召唤实体的法术列表。每个法术都有以下参数：</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cast_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">步骤的总延迟</td>
<td style="border-style:solid; border-width:1; padding:9px">施法需要的时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cooldown_time</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物在再次使用该法术之前必须等待的时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">do_casting</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">true</td>
<td style="border-style:solid; border-width:1; padding:9px">如果为 true，则生物将执行施法动画并渲染法术粒子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_activation_range</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">32.0</td>
<td style="border-style:solid; border-width:1; padding:9px">此法术的激活距离上限（以方块为单位）不得为负数。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">min_activation_range</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">此法术的激活距离的下限（以方块为单位）不得为负数。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">particle_color</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">此法术的粒子颜色</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sequence</td>
<td style="border-style:solid; border-width:1; padding:9px">列表</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">法术的步骤列表。每个步骤都有以下参数：</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">base_delay</td>
<td style="border-style:solid; border-width:1; padding:10px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:10px">0.0</td>
<td style="border-style:solid; border-width:1; padding:10px">开始前等待的时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">delay_per_summon</td>
<td style="border-style:solid; border-width:1; padding:10px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:10px">0.0</td>
<td style="border-style:solid; border-width:1; padding:10px">召唤每个实体需要的时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">entity_lifespan</td>
<td style="border-style:solid; border-width:1; padding:10px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:10px">-1.0</td>
<td style="border-style:solid; border-width:1; padding:10px">生成的实体将处于活动状态的时间（以秒为单位）。值 -1.0 表示它将尽可能长时间地保持活动状态</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">entity_type</td>
<td style="border-style:solid; border-width:1; padding:10px">字符串</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">生成的实体类型</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">num_entities_spawned</td>
<td style="border-style:solid; border-width:1; padding:10px">整数</td>
<td style="border-style:solid; border-width:1; padding:10px">1</td>
<td style="border-style:solid; border-width:1; padding:10px">生成的实体数量</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">shape</td>
<td style="border-style:solid; border-width:1; padding:10px">字符串</td>
<td style="border-style:solid; border-width:1; padding:10px">line</td>
<td style="border-style:solid; border-width:1; padding:10px">基本形状。有效值为 circle 和 line</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">size</td>
<td style="border-style:solid; border-width:1; padding:10px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:10px">1.0</td>
<td style="border-style:solid; border-width:1; padding:10px">生成实体的体型</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">sound_event</td>
<td style="border-style:solid; border-width:1; padding:10px">字符串</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">要播放的声音事件</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">summon_cap</td>
<td style="border-style:solid; border-width:1; padding:10px">整数</td>
<td style="border-style:solid; border-width:1; padding:10px">0</td>
<td style="border-style:solid; border-width:1; padding:10px">召唤出来的实体同时存在的最大数量</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">summon_cap_radius</td>
<td style="border-style:solid; border-width:1; padding:10px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:10px">0.0</td>
<td style="border-style:solid; border-width:1; padding:10px">召唤范围半径</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">target</td>
<td style="border-style:solid; border-width:1; padding:10px">字符串</td>
<td style="border-style:solid; border-width:1; padding:10px">self</td>
<td style="border-style:solid; border-width:1; padding:10px">法术的目标。这是咒语开始的地方（line 从这里开始，circle 在这里居中）</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">start_sound_event</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">使用此法术时要播放的声音事件</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">weight</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">该咒语的权重。</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.swell">minecraft:behavior.swell</p></h2>

允许苦力怕在附近有玩家时膨胀。它只能由苦力怕使用。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">10.0</td>
<td style="border-style:solid; border-width:2; padding:8px">开始膨胀的距离</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stop_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">停止膨胀的距离</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.take_flower">minecraft:behavior.take_flower</p></h2>

只能由村民使用。允许生物接受铁傀儡的花。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.tempt">minecraft:behavior.tempt</p></h2>

允许生物被他们喜欢的食物诱惑。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_get_scared</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则如果玩家靠近该生物时移动得太快，该生物可以停止受到诱惑</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_tempt_vertically</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则在诱惑时将考虑与玩家的垂直距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_tempt_while_ridden</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则即使该生物有乘客（即被骑乘）也会受到诱惑。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">items</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此生物受到诱惑的物品列表</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.0, 0.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">在 tempt 声音之间等待的随机刻度范围。<br>（原文：Range of random ticks to wait between tempt sounds.）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tempt_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">	当生物受到诱惑时播放的声音。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">该生物可能会受到手持他们喜欢的物品的玩家的诱惑的距离（以方块为单位）</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.trade_interest">minecraft:behavior.trade_interest</p></h2>

允许生物看着持有可交易物品的玩家。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">carried_item_switch_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">交易者在尝试切换到进行相同交易的不同物品之前持有物品的最长时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">再次查看的冷却时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interest_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">45.0</td>
<td style="border-style:solid; border-width:2; padding:8px">交易者有兴趣显示其交易项目的最长时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">remove_item_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">当您不再有物品可交易时，交易者将等待的最长时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">within_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">感兴趣的距离（以方块为单位）</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.trade_with_player">minecraft:behavior.trade_with_player</p></h2>

允许玩家与此生物进行交易。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.vex_copy_owner_target">minecraft:behavior.vex_copy_owner_target</p></h2>

允许生物将其所有者所敌对的同一实体作为目标。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此生物可以复制所有者敌意的实体列表</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">使列表中的该条目有效的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">生物锁定实体时可以离开的最大距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">当值为"true"时，实体锁定的目标必须是可见的。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">决定该生物在失去一个目标并在目标不再可见时重新寻找一个新的目标之前所需的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物跑步速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物行走速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.vex_random_move">minecraft:behavior.vex_random_move</p></h2>

允许生物像 Vex 一样随机移动。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.wither_random_attack_pos_goal">minecraft:behavior.wither_random_attack_pos_goal</p></h2>

允许凋灵发动随机攻击。只能由凋灵使用。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.wither_target_highest_damage">minecraft:behavior.wither_target_highest_damage</p></h2>

允许凋灵集中攻击对它造成最大伤害的生物。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_types</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">凋灵考虑的实体类型列表，以找出对其造成最大伤害的人</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">filters</td>
<td style="border-style:solid; border-width:1; padding:9px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">使列表中的该条目有效的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_dist</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">16</td>
<td style="border-style:solid; border-width:1; padding:9px">生物锁定实体时可以离开的最大距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">当值为"true"时，实体锁定的目标必须是可见的。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">must_see_forget_duration</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">3.0</td>
<td style="border-style:solid; border-width:1; padding:9px">决定该生物在失去一个目标并在目标不再可见时重新寻找一个新的目标之前所需的时间（单位为秒）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">sprint_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物跑步速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">walk_speed_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">生物行走速度的乘子。值为1.0意味着速度没有变化。</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:behavior.work">minecraft:behavior.work</p></h2>

允许该NPC使用他们的工作站POI</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">active_time</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">该NPC将会停留在他们的工作地点的刻的数量</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_work_in_rain</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为true，一个实体可以在他们的工作站POI位于雨中时工作。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">该意向在可以被再次使用之前冷却的刻的数量</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_arrival</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当该实体到达他们的工作站并且完成工作时要运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_delay_max</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">一个声音将会播放的最大时间间隔</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_delay_min</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">一个声音将会播放的最小时间间隔</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">此生物使用该AI意向时的移动速度乘子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">work_in_rain_tolerance</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">如果“can_work_in_rain”为false，该值为雨不会打断该意向的最大剩余刻数。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<br><br>

<h1><p id="Attributes">特性</p></h1>

<h2></h2>

<h2><p id="minecraft:attack">minecraft:attack</p></h2>

定义实体的近战攻击及其上的状态效果。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">近战攻击造成的随机伤害量的范围。负值可以治愈实体而不是伤害实体</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">effect_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">施加于受击实体的状态效果的持续时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">effect_name</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">攻击附加的状态效果的标识符</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:spell_effects">minecraft:spell_effects</p></h2>

定义在添加此组件时要向实体添加和删除的状态效果。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">add_effects</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要添加到此实体的效果列表</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">effect</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">添加到此实体的状态效果。可用参数有"duration"持续时间（以秒为单位）、"amplifier"效果等级、"ambient"药水粒子是否受环境光照影响、"visible"粒子可见性</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">remove_effects</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">添加此组件后要从此实体中删除的效果标识符列表</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:strength">minecraft:strength</p></h2>

定义实体携带物品的耐久度。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">最大耐久</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">耐久的初始值</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<br><br>

<h1><p id="Built-in Events">Built-in Events（内置事件）</p></h1>

<h2></h2>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:3;">
<tr> <th style="border-style:solid; border-width:3;">名称</th> <th style="border-style:solid; border-width:3;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:entity_born</td>
<td style="border-style:solid; border-width:3; padding:7px">Event 对通过两个实体繁殖生成的实体调用。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:entity_spawned</td>
<td style="border-style:solid; border-width:3; padding:7px">对生成在世界内的实体调用的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:entity_transformed</td>
<td style="border-style:solid; border-width:3; padding:7px">对转换为另一个实体的实体调用的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:3; padding:7px">minecraft:on_prime</td>
<td style="border-style:solid; border-width:3; padding:7px">对其准备爆炸的实体调用的事件。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h1><p id="Components">Components（组件）</p></h1>

<h2></h2>

<br><br>

<h2><p id="minecraft:addrider">minecraft:addrider</p></h2>

将骑手添加到实体。需要 minecraft:rideable。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_type</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">将骑乘此实体的实体类型。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">创建乘骑实体时将使用的 spawn 事件。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:admire_item">minecraft:admire_item</p></h2>

使生物在特定时间内无视可攻击的目标。（例：猪灵）</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_after_being_attacked</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">持续时间，以秒为单位，如果生物受伤，生物不会欣赏物品</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">平息生物的持续时间（以秒为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:ageable">minecraft:ageable</p></h2>

为实体添加一个计时器，以便其成长。可以通过为实体提供它喜欢的"feed_items"定义的项来加速它。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drop_items</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">实体长大后掉落的项列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1200.0</td>
<td style="border-style:solid; border-width:2; padding:8px">实体长大需要的时间，-1 表示始终是婴儿。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">feed_items</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">可喂食到实体的项目列表。包括 'item' 作为项目名称，包括 'growth' 来定义它增长的时间</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">grow_up</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">长大时运行的事件</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">transform_to_item</td>
<td style="border-style:solid; border-width:2; padding:8px">Item 描述 Properties</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">交互成功后，使用的物品将转换为此项。格式：物品名:数据值</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:angry">minecraft:angry</p></h2>

使用计时器定义实体的 'angry' 状态。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angry_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当生物生气时要播放的声音事件</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast_anger</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则 broadcast_range 中具有相同实体定义的其他实体也会变得生气</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast_anger_on_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则 broadcast_range 中具有相同实体定义的其他实体也会在该生物攻击时变得愤怒</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast_anger_on_being_attacked</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则 broadcast_range 中具有相同实体定义的其他实体也会在该生物受到攻击时变得愤怒</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast_filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">使列表中的该条目有效的条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">20</td>
<td style="border-style:solid; border-width:2; padding:8px">同一实体定义的其他实体将变得生气的距离（以方块为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast_targets</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要向其广播愤怒的实体族列表</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">calm_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在 duration 中指定的秒数过期后运行的事件（当实体停止“生气”时）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">25</td>
<td style="border-style:solid; border-width:2; padding:8px">实体生气的时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration_delta</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">添加到持续时间的秒数变化 [-delta, delta]（区间范围）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">过滤掉它在生气时不应该攻击的生物类型（其他猪灵）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">在再次播放声音之前随机等待的时间范围（以秒为单位）</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:annotation.break_door">minecraft:annotation.break_door</p></h2>

允许生物打破门，假设为组件设置了要在导航中使用的标志</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">break_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">12.0</td>
<td style="border-style:solid; border-width:2; padding:8px">破门而入所需的时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_difficulty</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">hard</td>
<td style="border-style:solid; border-width:2; padding:8px">此实体破门必须达到的最低游戏难度。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:annotation.open_door">minecraft:annotation.open_door</p></h2>

允许生物打开门，前提是为组件设置了要在导航中使用的标志</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:area_attack">minecraft:area_attack</p></h2>

对范围内的实体造成伤害的组件。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cause</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">应用于进入伤害范围的实体的伤害类型。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage_per_tick</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">每刻对进入伤害范围的实体施加多少伤害。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage_range</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.2</td>
<td style="border-style:solid; border-width:2; padding:8px">敌对实体必须离多近才能施加伤害。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_filter</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在范围内时可有效施加伤害的实体集。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:attack_cooldown">minecraft:attack_cooldown</p></h2>

为生物添加冷却时间。此冷却时间的目的是防止生物试图获取新的攻击目标。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_cooldown_complete_event</td>
<td style="border-style:solid; border-width:2; padding:8px">触发器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">冷却时间完成时要运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attack_cooldown_time</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.0, 1.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">冷却时间（以秒为单位）。可以指定为一个数字或一对数字（最小值和最大值）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:barter">minecraft:barter</p></h2>

使组件能够以易物交换的形式掉落物品。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">barter_table</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">用于掉落随机物品的战利品表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_after_being_attacked</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">持续时间，以秒为单位，如果生物受伤，它会停止以物易物</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:block_climber">minecraft:block_climber</p></h2>

允许玩家在脚手架上进行检测和机动。（原文：Allows the player to detect and maneuver on the scaffolding block.）</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:block_sensor">minecraft:block_sensor</p></h2>

当阻止列表中的方块在传感器范围内被破坏时触发指定事件。（原文：Fires off a specified event when a block in the block list is broken within the sensor range.）</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_break</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要监视被破坏以触发指定事件的方块列表。如果一个方块位于多个列表中，则会触发多个事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sensor_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">16.00</td>
<td style="border-style:solid; border-width:2; padding:8px">可以检测到指定方块的最大距离。最大半径为 32.0。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:boostable">minecraft:boostable</p></h2>

定义可骑乘实体的加速的条件和行为。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">boost_items</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">骑乘此实体时可用于提速的物品列表。每个项都具有以下属性：</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">damage</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px">1</td>
<td style="border-style:solid; border-width:1; padding:9px">这是该物品每次使用时受到的耐久损伤。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">item</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">可用于提速的物品名称。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">replace_item</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">用于提速的物品一旦用完就会变成该物品。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">提速的时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">speed_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">实体的正常速度增加的系数。例如，2.0 意味着速度翻倍。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:boss">minecraft:boss</p></h2>

用于更新 Boss 血条 的 Boss 的当前状态。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hud_range</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">55</td>
<td style="border-style:solid; border-width:2; padding:8px">玩家屏幕上显示 Boss 的生命条时，与 Boss 的最大距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">name</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">将显示在 Boss 生命条上方的名称。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">should_darken_sky</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在 Boss 在场时，天空是否应该变暗。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:break_blocks">minecraft:break_blocks</p></h2>

指定此实体在四处移动时可以破坏的方块。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breakable_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此实体移动时可以破坏的方块的列表</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:breathable">minecraft:breathable</p></h2>

定义此实体可以呼吸的方块。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breathe_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此实体可以呼吸的方块列表，以及其他 “breathes” 参数。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breathes_air</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则此实体可以呼吸空气。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breathes_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则此实体可以在熔岩内呼吸。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breathes_solids</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则此实体可以在实心方块中呼吸。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breathes_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则此实体可以在水中呼吸。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">generates_bubbles</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则此实体在水中时将具有可见的气泡。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inhale_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">将呼吸恢复到最大状态的时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">non_breathe_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此实体不能呼吸的方块列表，以及其他 “breathes” 参数。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">suffocate_time</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">-20</td>
<td style="border-style:solid; border-width:2; padding:8px">窒息伤害的时间间隔（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">total_supply</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">15</td>
<td style="border-style:solid; border-width:2; padding:8px">实体可以屏住呼吸的时间（以秒为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:breedable">minecraft:breedable</p></h2>

定义实体进入 'love' 状态的方式。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">allow_sitting</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则实体可以在坐着时繁殖</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blend_attributes</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则实体将在繁殖后将其属性混合到后代中。例如，马将它们的生命值、移速和跳跃高度混合到它们的后代中。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breed_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">60</td>
<td style="border-style:solid; border-width:2; padding:8px">实体可以再次繁殖之前的时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breed_items</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">可用于使实体进入 'love' 状态的物品列表</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breeds_with</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">可以与之繁殖的实体列表。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">baby_type</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">此实体的婴儿的实体定义。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">breed_event</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">此实体繁殖时运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">mate_type</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">此实体交配的对象定义。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">causes_pregnancy</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则实体将怀孕，而不是生成婴儿。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">deny_parents_variant</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">确定具有相同变种的父母的婴儿采用给定范围内的随机变种的可能性。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">chance</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">否定父级变种的百分比几率。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_variant</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">变种范围的包含最大值。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">min_variant</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">变种范围的包含最小值。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">environment_requirements</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">使实体进入 'love' 状态的附近区块要求列表。</br><h5><p id="blocks">blocks</p></h5>

实体繁殖所需的附近方块类型。</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="count">count</p></h5>

实体繁殖所需的附近方块类型的数量。</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="radius">radius</p></h5>

从生物中心开始，半径内有多少个方块可以搜索到所需的方块。边界在 0 和 16 之间。</br><a href="#Index">返回顶部</a><br><br>

</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">extra_baby_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">最多 16 个婴儿的几率在 0.0 到 1.0 之间生成，其中 1.0 是 100%。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inherit_tamed</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则如果其父母被驯服，则婴儿将自动被驯服</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">love_filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">尝试坠入爱河时要运行的过滤器。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mutation_factor</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">确定婴儿不继承其父级变种之一的可能性。值介于 0.0 和 1.0 之间，数字越大意味着越有可能发生突变。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">color</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">实体颜色发生突变的百分比几率。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">extra_variant</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">实体的额外变种类型发生突变的百分比几率。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">variant</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">实体的变种类型发生突变的百分比几率。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">require_full_health</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则实体需要处于满生命值才能繁殖。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">require_tame</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则必须先驯服实体，然后才能繁殖。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">transform_to_item</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">使用的物品将在成功交互后转换为此物品。格式：物品名:数据值</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:bribeable">minecraft:bribeable</p></h2>

定义实体进入 '贿赂' 状态的方式。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">bribe_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">2.0</td>
<td style="border-style:solid; border-width:2; padding:8px">实体可以再次被贿赂之前的时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">bribe_items</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">可用于贿赂实体的物品列表。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:buoyant">minecraft:buoyant</p></h2>

使实体能够漂浮在指定的液体方块上。（波浪模拟：船一上一下地浮动）</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">apply_gravity</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">在每刻应用重力。导致更多的波浪模拟，但会导致在液体外部应用更多的重力。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">base_buoyancy</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">基础浮力用于计算生物会漂浮多少。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">big_wave_probability</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.03</td>
<td style="border-style:solid; border-width:2; padding:8px">大浪击中实体的概率。仅在 'simulate_waves' 为 true 时使用。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">big_wave_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">10.0</td>
<td style="border-style:solid; border-width:2; padding:8px">掀起的速度乘数。触发时间取决于 'big_wave_probability'</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drag_down_on_buoyancy_removed</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">删除 Buoyancy Component （浮力组件） 时，实体将被拖拽多少。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">liquid_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此实体可以漂浮的方块列表。必须是液体块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">simulate_waves</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">运动是否应该模拟波浪通过。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:burns_in_daylight">minecraft:burns_in_daylight</p></h2>

指定生物是否/如何在白天燃烧。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:celebrate_hunt">minecraft:celebrate_hunt</p></h2>

指定狩猎庆祝行为。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">broadcast</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则 庆祝 将广播到半径内的其他实体。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">celeberation_targets</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">庆祝前必须满足的条件列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">celebrate_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当生物庆祝时要播放的声音事件</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">duration</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">庆祝的持续时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">16</td>
<td style="border-style:solid; border-width:2; padding:8px">如果启用了 broadcast，则指定它将通知其他实体进行庆祝的半径。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">在再次播放声音之前随机等待的时间范围（以秒为单位）</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:combat_regeneration">minecraft:combat_regeneration</p></h2>

提供再生1并消除杀死生物攻击目标的生物的采矿疲劳。（例：蝾螈）</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">apply_to_family</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">决定当生物杀死目标时，生物是否会给予相同类型的生物战斗增益。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">apply_to_self</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">决定如果生物杀死了目标，它是否会给予自己战斗增益。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">regeneration_duration</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">添加到生物中的再生持续时间（以秒为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:conditional_bandwidth_optimization">minecraft:conditional_bandwidth_optimization</p></h2>

定义此实体的条件空间更新带宽优化。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">conditional_values</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">包含条件带宽优化值的对象</br><h5><p id="conditional_values">conditional_values</p></h5>

使用这些优化值必须满足的条件。</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="max_dropped_ticks">max_dropped_ticks</p></h5>

相对于优化值，确定空间更新数据包不能发送的最大时间周期</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="max_optimized_distance">max_optimized_distance</p></h5>

带宽优化期间考虑的最大距离。任何低于 max 的值都会值以找到优化，任何大于或等于此 max 的值都会导致 max 优化。</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="use_motion_prediction_hints">use_motion_prediction_hints</p></h5>

当设置为 true 时，将在丢弃数据包间隔期间发送较小的运动数据包，从而发送的数据包数量与未进行优化时相同，但发送的数据要少得多。当活动对象非常快速地移动或传送时，应该使用此方法，以防止视觉异常。</br><a href="#Index">返回顶部</a><br><br>

</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">default_values</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">包含默认带宽优化值的对象。</br><h5><p id="max_dropped_ticks">max_dropped_ticks</p></h5>

相对于优化值，确定空间更新数据包不能发送的最大时间周期。</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="max_optimized_distance">max_optimized_distance</p></h5>

带宽优化期间考虑的最大距离。任何低于 max 的值都会值以找到优化，任何大于或等于此 max 的值都会导致 max 优化。</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="use_motion_prediction_hints">use_motion_prediction_hints</p></h5>

当设置为 true 时，将在丢弃数据包间隔期间发送较小的运动数据包，从而发送的数据包数量与未进行优化时相同，但发送的数据要少得多。当活动对象非常快速地移动或传送时，应该使用此方法，以防止视觉异常。</br><a href="#Index">返回顶部</a><br><br>

</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:custom_hit_test">minecraft:custom_hit_test</p></h2>

对实体的近战和远程命中框列表。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hitboxes</td>
<td style="border-style:solid; border-width:2; padding:8px">数组</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">以逗号分隔的命中框列表。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:damage_over_time">minecraft:damage_over_time</p></h2>

按指定的时间间隔对实体应用定义的伤害量。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage_per_hurt</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">每次受伤造成的伤害量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">time_between_hurt</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">伤害间隔时间（以秒为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:damage_sensor">minecraft:damage_sensor</p></h2>

定义当此实体被特定实体或物品攻击时要调用的事件。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">triggers</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">包含受到特定类型伤害时要调用的事件的触发器列表。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">cause</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px">none</td>
<td style="border-style:solid; border-width:1; padding:9px">触发事件的伤害类型。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">damage_modifier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">0.0</td>
<td style="border-style:solid; border-width:1; padding:9px">一个修改，用于增加/消除伤害来源的基础伤害。它不会将伤害降低到 0 以下。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">damage_multiplier</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">1.0</td>
<td style="border-style:solid; border-width:1; padding:9px">一个乘数，用于修改伤害来源的基础伤害。如果 deals_damage 为 true，则乘数只能将实体将受到的伤害降低到最低 1。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">deals_damage</td>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">true</td>
<td style="border-style:solid; border-width:1; padding:9px">如果为 true，则对实体造成的伤害会带走实体的生命值，设置为 false 可使实体忽略该伤害。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">on_damage</td>
<td style="border-style:solid; border-width:1; padding:9px">JSON对象</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">指定实体定义和事件的过滤器。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">on_damage_sound_event</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">定义在满足 on_damage 过滤器时要播放的声音（如果有）。</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:despawn">minecraft:despawn</p></h2>

当消失规则或可选过滤器的计算结果为 true 时，刷新掉实体</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">despawn_from_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">确定是否在标准消失规则中使用 “min_range_random_chance”</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">despawn_from_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">指定是否在标准消失规则中使用 “min_distance” 和 “max_distance”。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_distance</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px">128</td>
<td style="border-style:solid; border-width:1; padding:9px">标准消失规则立即使生物消失的最大距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">min_distance</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px">32</td>
<td style="border-style:solid; border-width:1; padding:9px">标准消失规则尝试使生物消失的最小距离。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">despawn_from_inactivity</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">确定是否在标准消失规则中使用 “min_range_inactivity_timer”。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">despawn_from_simulation_edge</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">确定在标准消失规则中，生物是否在模拟距离的边缘立即消失。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在实体消失之前必须满足的条件列表。如果定义了此过滤器，则忽略标准消失规则。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_range_inactivity_timer</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">30</td>
<td style="border-style:solid; border-width:2; padding:8px">生物必须处于非活动状态的时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_range_random_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">800</td>
<td style="border-style:solid; border-width:2; padding:8px">介于 1 和给定值之间的随机机会。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">remove_child_entities</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则在子关系中链接到此实体的所有实体（例如拴绳）也将消失。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:drying_out_timer">minecraft:drying_out_timer</p></h2>

添加了一个用于干燥的计时器，该将倒计时结束时触发“dried_out_event”，或者在实体被雨或水冲刷后触发“stopped_drying_out_event”</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">dried_out_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当倒计时结束时触发的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">recover_after_dried_out_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当实体已经干涸但供水增加时触发的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stopped_drying_out_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当实体停止干燥时触发的事件，例如进入水中或下雨。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">total_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">完全干燥的时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">water_bottle_refill_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">通过在实体上使用喷溅水瓶提供的可选额外时间量（以秒为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:economy_trade_table">minecraft:economy_trade_table</p></h2>

定义此实体与玩家交易的能力。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">convert_trades_economy</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">确定当生物变化时，当新生物有economy_trade_table时是否应该转换交易。当交易被转换时，生物会用他们的新交易表生成一个新的交易列表，但随后它会尝试转换任何相同的交易以获得相同的附魔和用户数据。例如，如果原来的交易有一个绿宝石换附魔铁剑（锋利 1），而新交易也有一个绿宝石附魔铁剑，那么附魔将是锋利 1。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cured_discount</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[-5, -20]</td>
<td style="border-style:solid; border-width:2; padding:8px">当玩家治愈了僵尸村民时，应该修改多少折扣。可以指定为一对数字（“低级交易”折扣和“高级交易”折扣）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">display_name</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">与此实体交易时要显示的名称</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hero_demand_discount</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">-4</td>
<td style="border-style:solid; border-width:2; padding:8px">在旧价格中用于确定当玩家具有村庄英雄状态效果时应修改多少需求（原文：Used in legacy prices to determine how much should Demand be modified by when the player has the Hero of the Village mob effect）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_cured_discount</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[-25, -63]</td>
<td style="border-style:solid; border-width:2; padding:8px">当玩家治愈了僵尸村民时，可以修改折扣的最大值。可以指定为一对数字（“低级交易”折扣和“高级交易”折扣）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_nearby_cured_discount</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">-200</td>
<td style="border-style:solid; border-width:2; padding:8px">当玩家治愈了附近的僵尸村民时，可以修改折扣的最大值</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">nearby_cured_discount</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">-25</td>
<td style="border-style:solid; border-width:2; padding:8px">当玩家治愈了附近的僵尸村民时，应该修改多少折扣</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">new_screen</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">用于确定与实体交易是否打开新的交易屏幕</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">persist_trades</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">确定当生物变化时交易是否应持续。这样，下次生物被转化为具有trade_table或economy_trade_table的实体时，它就会保留他们的交易。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">show_trade_screen</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">在与生物互动时显示游戏内交易界面。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">table</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">用于此实体交易的资源包根目录的文件路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">use_legacy_price_formula</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">确定是否使用旧公式来确定交易价格。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:entity_sensor">minecraft:entity_sensor</p></h2>

当定义范围内的其他实体满足一组条件时触发事件的组件。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">满足条件时触发的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event_filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">触发事件必须满足的一组条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">maximum_count</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">必须通过筛选条件才能发送事件的最大实体数。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minimum_count</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">必须通过筛选条件才能发送事件的最小实体数。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">relative_range</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则传感器范围是叠加在实体大小之上的。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">require_all</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则要求所有附近的实体传递要发送的事件的筛选条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sensor_range</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">另一个实体可以与之之间的最大距离，并针对该实体检查过滤器。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:environment_sensor">minecraft:environment_sensor</p></h2>

根据环境条件创建触发器。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">triggers</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当环境条件与给定筛选条件匹配时触发的触发器列表。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:equip_item">minecraft:equip_item</p></h2>

实体穿上所需的装备。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:equippable">minecraft:equippable</p></h2>

定义实体装备物品的行为。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">slots</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">槽位列表和可以装备的物品。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">accepted_items</td>
<td style="border-style:solid; border-width:1; padding:9px">列表</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">可以放入此槽位的物品列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">interact_text</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">当实体使用触摸屏控件时，显示的交互按钮文本。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">item</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">可以装备到此槽位的物品标识符。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">on_equip</td>
<td style="border-style:solid; border-width:1; padding:9px">JSON对象</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">当此实体装备此物品时触发的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">on_unequip</td>
<td style="border-style:solid; border-width:1; padding:9px">JSON对象</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">从此实体中移除此物品时触发的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">slot</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">此槽位的槽位编号。</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:experience_reward">minecraft:experience_reward</p></h2>

定义实体死亡或成功繁殖时奖励的经验量。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_bred</td>
<td style="border-style:solid; border-width:2; padding:8px">Molang</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">一个 Molang 表达式，用于定义成功繁殖实体时奖励的经验量。表达式数组将每个表达式的结果相加得出最终总数。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_death</td>
<td style="border-style:solid; border-width:2; padding:8px">Molang</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">一个 Molang 表达式，用于定义实体死亡时奖励的经验量。表达式数组将每个表达式的结果相加得出最终总数。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:explode">minecraft:explode</p></h2>

定义实体的爆炸方式。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breaks_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则爆炸将摧毁爆炸半径内的方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">causes_fire</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则爆炸半径内的方块将被点燃。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">destroy_affected_by_griefing</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则爆炸是否打破方块受生物破坏游戏规则的影响。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fire_affected_by_griefing</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则爆炸是否引起火灾受生物破坏游戏规则的影响。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fuse_length</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.0, 0.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">爆炸的随机时间范围，负值表示爆炸将立即爆炸。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fuse_lit</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则当此组件添加到实体时，保险丝已点亮。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_resistance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">3.40282e+38</td>
<td style="border-style:solid; border-width:2; padding:8px">当爆炸发生时，方块的爆炸抗性将达到此值的上限。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">power</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">3</td>
<td style="border-style:solid; border-width:2; padding:8px">爆炸的半径（以方块为单位）和爆炸造成的伤害。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:flocking">minecraft:flocking</p></h2>

允许实体在水中成群结队地聚集。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">实体将查看要推开的方块数量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_weight</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">从方块上推回的重量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">breach_influence</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">对冲出水面的集群实体的反击量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cohesion_threshold</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The threshold in which to start applying cohesion.</br></td><!-- 未翻译 -->
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cohesion_weight</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The weight applied for the cohesion steering of the flock.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">goal_weight</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The weight on which to apply on the goal output.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">high_flock_limit</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines the high bound amount of entities that can be allowed in the flock.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">in_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the Flocking Component if the entity exists in water.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">influence_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The area around the entity that allows others to be added to the flock.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">innner_cohesion_threshold</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance in which the flocker will stop applying cohesion.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">loner_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The percentage chance between 0-1 that a fish will spawn and not want to join flocks. Invalid values will be capped at the end points.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">low_flock_limit</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">Determines the low bound amount of entities that can be allowed in the flock.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">match_variants</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the flockers that they can only match similar entities that also match the variant, mark variants, and color data of the other potential flockers.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_height</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The max height allowable in the air or water.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_height</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">The min height allowable in the air or water.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">separation_threshold</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">The distance that is determined to be to close to another flocking and to start applying separation.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">separation_weight</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">The weight applied to the separation of the flock.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">use_center_of_mass</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">Tells the flockers that they will follow flocks based on the center of mass.</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:genetics">minecraft:genetics</p></h2>

定义生物的基因和等位基因传递给其后代的方式，以及这些特征如何在孩子身上表现出来。相容的亲本基因杂交在一起，等位基因从父母传给孩子，任何匹配的遗传变异都会触发 JSON 事件来修改孩子并表达性状。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">genes</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此实体在育种过程中拥有并将与伴侣杂交的基因列表。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">allele_range</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">该基因的正整数等位基因值的范围。生成的生物将在此范围内分配一个随机数。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">range_max</td>
<td style="border-style:solid; border-width:1; padding:10px">整数</td>
<td style="border-style:solid; border-width:1; padding:10px">0</td>
<td style="border-style:solid; border-width:1; padding:10px">该基因的等位基因值的上限。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">range_min</td>
<td style="border-style:solid; border-width:1; padding:10px">整数</td>
<td style="border-style:solid; border-width:1; padding:10px">0</td>
<td style="border-style:solid; border-width:1; padding:10px">该基因的等位基因值的下限。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">genetic_variants</td>
<td style="border-style:solid; border-width:1; padding:9px">列表</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">该基因的遗传变异列表。这些检查特定等位基因组合，并在满足所有等位基因组合时触发事件。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">birth_event</td>
<td style="border-style:solid; border-width:1; padding:10px">字符串</td>
<td style="border-style:solid; border-width:1; padding:10px"></td>
<td style="border-style:solid; border-width:1; padding:10px">此生物出生并匹配等位基因条件时运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">both_allele</td>
<td style="border-style:solid; border-width:1; padding:10px">整数</td>
<td style="border-style:solid; border-width:1; padding:10px">-1</td>
<td style="border-style:solid; border-width:1; padding:10px">如果此值为非负数，则将生物的主等位基因和隐藏等位基因与此值进行比较，以便与两者匹配。也可以是整数范围。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">either_allele</td>
<td style="border-style:solid; border-width:1; padding:10px">整数</td>
<td style="border-style:solid; border-width:1; padding:10px">-1</td>
<td style="border-style:solid; border-width:1; padding:10px">如果此值为非负数，则将生物的主等位基因和隐藏等位基因与此值进行比较，以便与其中任何一个匹配。也可以是整数范围。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">hidden_allele</td>
<td style="border-style:solid; border-width:1; padding:10px">整数</td>
<td style="border-style:solid; border-width:1; padding:10px">-1</td>
<td style="border-style:solid; border-width:1; padding:10px">如果此值为非负数，则将 mob 的隐藏等位基因与此值进行比较以进行匹配。也可以是整数范围。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:10px">main_allele</td>
<td style="border-style:solid; border-width:1; padding:10px">整数</td>
<td style="border-style:solid; border-width:1; padding:10px">-1</td>
<td style="border-style:solid; border-width:1; padding:10px">如果此值为非负数，则将 mob 的主要等位基因与此值进行比较以进行匹配。也可以是整数范围。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">mutation_rate</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">-1</td>
<td style="border-style:solid; border-width:1; padding:9px">如果该值为非负值，则覆盖该基因在出生期间等位基因被随机等位基因替换而不是父母等位基因的几率。大于 '1' 的非负值将与值 '1' 相同。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">name</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">基因的名称。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mutation_rate</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.03125</td>
<td style="border-style:solid; border-width:2; padding:8px">在出生过程中，等位基因被随机等位基因替换而不是父母等位基因的几率。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:giveable">minecraft:giveable</p></h2>

定义在此实体上使用时可用于触发事件的物品集。该物品也将被拿走并放置在实体的物品栏中。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">可选的冷却，以防止反复交互。（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">items</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">可以提供给实体以放置在其物品栏中的物品列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_give</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在提供正确的物品时触发的事件。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:group_size">minecraft:group_size</p></h2>

跟踪给定半径内的实体组大小。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">其他实体必须满足的条件列表才能计入组大小。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">16</td>
<td style="border-style:solid; border-width:2; padding:8px">距实体中心的半径。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:grows_crop">minecraft:grows_crop</p></h2>

当实体走过农作物时，可能会增加农作物生长</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">chance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">值介于 0-1 之间。每游戏刻的成功几率。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">charges</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">Number of charges</br></td><!-- 未翻译 -->
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:healable">minecraft:healable</p></h2>

定义与此实体的交互以修复它。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">定义使用此项修复实体的条件的过滤器组。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">force_use</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">不管实体是否处于满生命值，都可以对其使用物品。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">items</td>
<td style="border-style:solid; border-width:2; padding:8px">数组</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">可用于修复此实体的物品数组。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">heal_amount</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px">1</td>
<td style="border-style:solid; border-width:1; padding:9px">此实体在喂食此物品时获得的生命值。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">item</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">可用于修复此实体的物品标识符。</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:home">minecraft:home</p></h2>

保存生成实体时的起始位置。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">home_block_list</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">可被视为有效 home 的可选方块列表。如果该位置不再存在此类方块，则删除 home 限制。语法示例：minecraft:sand。不支持：minecraft:sand:1。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">restriction_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">实体相对于其 home 将被限制的半径</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:hurt_on_condition">minecraft:hurt_on_condition</p></h2>

定义实体应受到伤害的一组条件。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">damage_conditions</td>
<td style="border-style:solid; border-width:2; padding:8px">数组</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">对实体造成伤害的条件列表。</br><h5><p id="cause">cause</p></h5>

对实体造成的伤害类型。各种盔甲和法术都使用它来判断实体是否免疫。</br><h6></h6>
<br / ><textarea readonly="true" cols="5" rows="2">
none
</textarea> </br>
<a href="#Index">返回顶部</a><br><br>

<h5><p id="damage_per_tick">damage_per_tick</p></h5>

满足条件时每刻造成的伤害。</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="filters">filters</p></h5>

在实体受到定义的伤害之前必须满足的一组条件。</br><a href="#Index">返回顶部</a><br><br>

</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:inside_block_notifier">minecraft:inside_block_notifier</p></h2>

验证实体是否位于列出的任何方块内。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_list</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">具有特定方块状态的方块列表，这些方块被监控以查看实体是否在内部</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:insomnia">minecraft:insomnia</p></h2>

添加自上次睡觉以来的计时器，以查看是否应该生成幻翼。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">days_until_insomnia</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物熬夜直到幻翼生成的天数。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:instant_despawn">minecraft:instant_despawn</p></h2>

让生物立即消失。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">remove_child_entities</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则在子关系中链接到此实体的所有实体（例如拴绳）也将消失。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:interact">minecraft:interact</p></h2>

定义与此实体的交互。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">add_items</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">战利品表，其中包含成功互动后可添加到玩家库存中的物品。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">table</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">文件路径（相对于 Behavior Pack 的路径）指向战利品表文件。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">可以再次与此实体交互之前的时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">cooldown_after_being_attacked</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">此实体在受到攻击后可以与之交互的时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">health_amount</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">此实体在与此物品交互时将增加或减少的生命值。负值将伤害实体。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hurt_item</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">物品在与此实体交互时将损失的耐久度。值为 0 表示项目不会失去耐久度。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interact_text</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">显示玩家在玩触摸屏控件时何时能够以这种方式与此实体交互的按钮文本。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_interact</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">交互时触发的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">particle_on_start</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">将在交互开始时触发的粒子特效。</br><h5><p id="particle_offset_towards_interactor">particle_offset_towards_interactor</p></h5>

粒子是否看起来更接近执行交互的用户。</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="particle_type">particle_type</p></h5>

将生成的粒子类型。</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="particle_y_offset">particle_y_offset</p></h5>

此粒子在 y 方向上偏移的量。</br><a href="#Index">返回顶部</a><br><br>

</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">play_sounds</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">交互发生时要播放的声音列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_entities</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">交互发生时要生成的实体列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_items</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">战利品表，互动成功后会掉落在地上的物品。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">table</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">文件路径（相对于 Behavior Pack 的路径）指向战利品表文件。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">swing</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则玩家将在与此实体交互时执行 'swing' 动画。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">transform_to_item</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">交互成功后，使用的物品将转换为此物品。格式：物品名:数据值</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">use_item</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则交互将使用物品。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:inventory">minecraft:inventory</p></h2>

定义此实体的物品栏属性。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">additional_slots_per_strength</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">此实体每增加一倍力量所能获得的槽位数量</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_be_siphoned_from</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则此物品栏的内容可以通过漏斗漏出</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">container_type</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">none</td>
<td style="border-style:solid; border-width:2; padding:8px">此实体具有的容器类型。可以是马、箱子矿车、漏斗矿车、物品栏、箱子或漏斗</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inventory_size</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">容器具有的槽位数</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">private</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则实体在死亡时不会掉落其物品栏</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">restrict_to_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则实体的物品栏只能由其所有者或自身访问</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:item_hopper">minecraft:item_hopper</p></h2>

确定此实体是物品漏斗。（原版实例：漏斗矿车）</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:jump.dynamic">minecraft:jump.dynamic</p></h2>

定义一个动态类型的跳跃控件，该控件将根据生物的速度更改跳跃属性。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:jump.static">minecraft:jump.static</p></h2>

使实体能够跳跃。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jump_power</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.42</td>
<td style="border-style:solid; border-width:2; padding:8px">跳跃的初始垂直速度</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:leashable">minecraft:leashable</p></h2>

允许此实体被拴住，并定义此实体在被束缚时的条件和事件。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_be_stolen</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则玩家可以拴住此实体，即使它已经拴在另一个生物上。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hard_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">6</td>
<td style="border-style:solid; border-width:2; padding:8px">以方块为单位的距离，拴绳变硬，限制运动。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">拴绳断裂的距离（以方块为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_leash</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当此实体被拴住时要调用的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_unleash</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">释放此实体时调用的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">soft_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">以方块为单位的距离，开始使该实体靠近拴住它的实体。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:lookat">minecraft:lookat</p></h2>

定义其他实体看此实体时的行为。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">allow_invulnerable</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则无敌实体（例如处于创造模式的玩家）被视为有效目标。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">定义可以触发此组件的实体。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0, 0]</td>
<td style="border-style:solid; border-width:2; padding:8px">实体“冷却”并且不会生气或寻找目标的随机时间范围。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">look_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当筛选条件中指定的实体查看此实体时要运行的事件标识符。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">search_radius</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">此实体将寻找另一个正在注视它的实体的最大距离。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">set_target</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则此实体会攻击看它的实体。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:managed_wandering_trader">minecraft:managed_wandering_trader</p></h2>

此组件用于实现流浪商人行为的一部分，只能由流浪商人使用</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:mob_effect">minecraft:mob_effect</p></h2>

将状态效果应用于范围内的实体的组件。（原版实例：河豚）</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">effect_range</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.2</td>
<td style="border-style:solid; border-width:2; padding:8px">敌对实体必须离多近才能应用状态效果。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">effect_time</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">10</td>
<td style="border-style:solid; border-width:2; padding:8px">应用的状态效果持续多长时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">entity_filter</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">可有效应用状态效果的实体集。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">mob_effect</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">施加的状态效果。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:movement.amphibious">minecraft:movement.amphibious</p></h2>

此移动控件允许生物在水中游泳并在陆地上行走。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物每刻可以转动的最大度数。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:movement.basic">minecraft:movement.basic</p></h2>

此移动控件允许实体走动。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">实体每刻可以转动的最大度数。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:movement.fly">minecraft:movement.fly</p></h2>

此移动控件允许生物飞行。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物每刻可以转动的最大度数。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:movement.generic">minecraft:movement.generic</p></h2>

此移动控件允许生物飞行、游泳、攀爬等。（原版实例：溺尸）</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物每刻可以转动的最大度数。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:movement.hover">minecraft:movement.hover</p></h2>

此移动控件使生物悬停。（原版实例：蜜蜂）</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物每刻可以转动的最大度数。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:movement.jump">minecraft:movement.jump</p></h2>

移动控件，使生物在移动时以指定的跳跃延迟跳跃。（原版实例：史莱姆、岩浆怪）</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jump_delay</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.0, 0.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">使用史莱姆移动控件时着陆后的延迟。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物每刻可以转动的最大度数。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:movement.skip">minecraft:movement.skip</p></h2>

此移动控件允许生物在移动时跳跃。（原版实例：兔子）</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物每刻可以转动的最大度数。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:movement.sway">minecraft:movement.sway</p></h2>

该移动控制使生物左右摇晃，给人一种它在游泳的印象。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_turn</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">30.0</td>
<td style="border-style:solid; border-width:2; padding:8px">生物每刻可以转动的最大度数。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sway_amplitude</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.05</td>
<td style="border-style:solid; border-width:2; padding:8px">摇摆运动的强度。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sway_frequency</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.5</td>
<td style="border-style:solid; border-width:2; padding:8px">摇摆运动频率的乘数。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:nameable">minecraft:nameable</p></h2>

允许命名此实体（例如使用命名牌）。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">allow_name_tag_renaming</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则可以使用 name 标签重命名此实体</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">always_show</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则始终显示名称</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">default_trigger</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在实体命名时运行的触发器</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">name_actions</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">描述此实体的特殊名称以及实体获取这些名称时要调用的事件</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">name_filter</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">触发 'on_named' 中定义的事件的特殊名称列表</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">on_named</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">当此实体获取 'name_filter' 中指定的名称时要调用的事件</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:navigation.climb">minecraft:navigation.climb</p></h2>

允许此实体生成包含垂直墙的路径，就像原版的蜘蛛那样。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_damage_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开造成伤害的方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_portals</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开传送门（如下界传送门）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在创建路径时是否应避开阳光</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开水</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks_to_avoid</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在创建路径时要避开哪些方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以跳出水面（像海豚一样）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_break_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的门并打破它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以跳上方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的门并打开它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_iron_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的铁门并打开它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pass_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过门</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_from_air</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当它在空中时可以开始寻路</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">它是否可以在熔岩表面创建路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">它是否可以在水面创建路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sink</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">在水中时是否会被重力拉下</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水中的任何位置移动，并沿该路径播放游泳动画</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水外的地面上行走</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk_in_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以像在地面上行走一样在熔岩中移动</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水下的地面上行走</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:navigation.float">minecraft:navigation.float</p></h2>

允许此实体像恶魂一样通过在空中飞行来生成路径。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_damage_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开造成伤害的方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_portals</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开传送门（如下界传送门）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在创建路径时是否应避开阳光</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开水</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks_to_avoid</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在创建路径时要避开哪些方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以跳出水面（像海豚一样）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_break_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的门并打破它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以跳上方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的门并打开它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_iron_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的铁门并打开它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pass_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过门</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_from_air</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当它在空中时可以开始寻路</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">它是否可以在熔岩表面创建路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">它是否可以在水面创建路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sink</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">在水中时是否会被重力拉下</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水中的任何位置移动，并沿该路径播放游泳动画</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水外的地面上行走</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk_in_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以像在地面上行走一样在熔岩中移动</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水下的地面上行走</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:navigation.fly">minecraft:navigation.fly</p></h2>

允许此实体像原版鹦鹉一样在空中生成路径。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_damage_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开造成伤害的方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_portals</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开传送门（如下界传送门）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在创建路径时是否应避开阳光</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开水</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks_to_avoid</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在创建路径时要避开哪些方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以跳出水面（像海豚一样）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_break_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的门并打破它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以跳上方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的门并打开它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_iron_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的铁门并打开它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pass_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过门</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_from_air</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当它在空中时可以开始寻路</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">它是否可以在熔岩表面创建路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">它是否可以在水面创建路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sink</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">在水中时是否会被重力拉下</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水中的任何位置移动，并沿该路径播放游泳动画</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水外的地面上行走</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk_in_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以像在地面上行走一样在熔岩中移动</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水下的地面上行走</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:navigation.generic">minecraft:navigation.generic</p></h2>

允许此实体通过行走、游泳、飞行、攀爬或上下跳跃来生成路径</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_damage_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开造成伤害的方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_portals</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开传送门（如下界传送门）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在创建路径时是否应避开阳光</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开水</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks_to_avoid</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在创建路径时要避开哪些方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以跳出水面（像海豚一样）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_break_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的门并打破它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以跳上方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的门并打开它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_iron_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的铁门并打开它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pass_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过门</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_from_air</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当它在空中时可以开始寻路</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">它是否可以在熔岩表面创建路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">它是否可以在水面创建路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sink</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">在水中时是否会被重力拉下</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水中的任何位置移动，并沿该路径播放游泳动画</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水外的地面上行走</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk_in_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以像在地面上行走一样在熔岩中移动</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水下的地面上行走</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:navigation.hover">minecraft:navigation.hover</p></h2>

允许此实体像原版蜜蜂一样在空中生成路径。防止他们从天空中掉下来并进行预测性运动。（原文：Allows this entity to generate paths in the air like the vanilla Bees do. Keeps them from falling out of the skies and doing predictive movement.）</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_damage_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开造成伤害的方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_portals</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开传送门（如下界传送门）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在创建路径时是否应避开阳光</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开水</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks_to_avoid</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在创建路径时要避开哪些方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以跳出水面（像海豚一样）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_break_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的门并打破它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以跳上方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的门并打开它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_iron_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的铁门并打开它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pass_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过门</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_from_air</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当它在空中时可以开始寻路</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">它是否可以在熔岩表面创建路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">它是否可以在水面创建路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sink</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">在水中时是否会被重力拉下</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水中的任何位置移动，并沿该路径播放游泳动画</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水外的地面上行走</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk_in_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以像在地面上行走一样在熔岩中移动</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水下的地面上行走</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:navigation.swim">minecraft:navigation.swim</p></h2>

允许此实体生成包含水的路径。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_damage_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开造成伤害的方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_portals</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开传送门（如下界传送门）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在创建路径时是否应避开阳光</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开水</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks_to_avoid</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在创建路径时要避开哪些方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以跳出水面（像海豚一样）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_break_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的门并打破它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以跳上方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的门并打开它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_iron_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的铁门并打开它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pass_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过门</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_from_air</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当它在空中时可以开始寻路</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">它是否可以在熔岩表面创建路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">它是否可以在水面创建路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sink</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">在水中时是否会被重力拉下</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水中的任何位置移动，并沿该路径播放游泳动画</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水外的地面上行走</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk_in_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以像在地面上行走一样在熔岩中移动</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水下的地面上行走</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:navigation.walk">minecraft:navigation.walk</p></h2>

允许此实体像普通生物一样通过四处走动和在方块上跳来生成路径。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_damage_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开造成伤害的方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_portals</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开传送门（如下界传送门）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在创建路径时是否应避开阳光</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">avoid_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">在寻找路径时避开水</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">blocks_to_avoid</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在创建路径时要避开哪些方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以跳出水面（像海豚一样）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_break_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的门并打破它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以跳上方块</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的门并打开它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_open_iron_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过一扇关闭的铁门并打开它</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_pass_doors</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以穿过门</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_from_air</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当它在空中时可以开始寻路</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">它是否可以在熔岩表面创建路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_path_over_water</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">它是否可以在水面创建路径</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_sink</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">在水中时是否会被重力拉下</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水中的任何位置移动，并沿该路径播放游泳动画</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水外的地面上行走</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">can_walk_in_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以像在地面上行走一样在熔岩中移动</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否可以在水下的地面上行走</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:out_of_control">minecraft:out_of_control</p></h2>

定义实体的 “失控” 状态。（原版实例：船）</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:peek">minecraft:peek</p></h2>

定义实体的 '偷看' 行为，定义在操作期间应调用的事件。（原版实例：潜影贝）</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_close</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">实体完成偷看时调用的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_open</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当实体开始窥视时调用的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_target_open</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当实体的目标实体开始窥视时调用的事件。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:persistent">minecraft:persistent</p></h2>

定义实体是否应在世界中持久化。（永远不会刷新掉）</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:physics">minecraft:physics</p></h2>

定义实体的物理属性，包括它是否受重力影响或是否与对象碰撞。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">has_collision</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">对象是否与事物发生碰撞。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">has_gravity</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">实体是否受重力影响。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:preferred_path">minecraft:preferred_path</p></h2>

指定喜欢在首选路径上行走的生物的成本信息。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">default_block_cost</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">非首选方块的成本</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">jump_cost</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">跳跃的成本</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_fall_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">3</td>
<td style="border-style:solid; border-width:2; padding:8px">生物不会受到掉落伤害的最大高度</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">preferred_path_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">方块及其相关成本的列表</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:projectile">minecraft:projectile</p></h2>

允许实体成为弹射物。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">angle_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">改变弹丸垂直射击的角度。游戏中的许多喷溅药水都使用它来将其角度偏移 -20 度。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">catch_fire</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则弹射物是着火的。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">crit_particle_on_hurt</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则当暴击发生时，弹道将产生额外的粒子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">destroy_on_hurt</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">当此弹射物造成伤害时，是否立即摧毁此弹射物</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filter</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此处定义的实体不会受到弹射物的伤害。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">fire_affected_by_griefing</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则弹射物是否引起火灾受生物破坏游戏规则的影响。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">gravity</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.05</td>
<td style="border-style:solid; border-width:2; padding:8px">投掷时应用于此实体的重力。当此实体不在地面上时，每个tick内从实体的垂直位置变化中减去此数量。值越高，实体下落的速度就越快。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">hit_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">击中某物时播放的声音</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">homing</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则弹射物会追踪到最近的实体。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inertia</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.99</td>
<td style="border-style:solid; border-width:2; padding:8px">在空中飞行时，弹射物的速度每帧都保持不变</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_dangerous</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则弹射物将被视为对玩家构成危险。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则弹射物将击退它击中的实体</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">lightning</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则被击中的实体将被闪电击中</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">liquid_inertia</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.6</td>
<td style="border-style:solid; border-width:2; padding:8px">在水中飞行时，弹射物的速度每帧都保持不变</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">multiple_targets</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则弹射物每次飞行可以击中多个实体</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">offset</td>
<td style="border-style:solid; border-width:2; padding:8px">向量 [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0, 0, 0]</td>
<td style="border-style:solid; border-width:2; padding:8px">与将生成弹射物的实体锚点的偏移量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_fire_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">实体命中将着火的时间（以秒为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">particle</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">iconcrack</td>
<td style="border-style:solid; border-width:2; padding:8px">击中时使用的粒子</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">potion_effect</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">定义弹射物击中的实体施加的状态效果</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">power</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.3</td>
<td style="border-style:solid; border-width:2; padding:8px">确定弹射物的速度</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reflect_on_hurt</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则此实体将在被命中时反射回来</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">semi_random_diff_damage</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则最终伤害将根据伤害数值和速度随机化</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">shoot_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">射击时播放的声音</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">shoot_target</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则弹射物将射向发射它的实体的目标</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">should_bounce</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则弹射物会在命中时弹跳</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">splash_potion</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则弹射物将被视为喷溅药水</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">splash_range</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">4</td>
<td style="border-style:solid; border-width:2; padding:8px">喷溅效果的的半径（以方块为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">uncertainty_base</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">基本精度。准确率由公式“uncertainty_base - 难度等级 * uncertainty_multiplier”决定</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">uncertainty_multiplier</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">确定难度对准确性的影响程度。准确率由公式“uncertainty_base - 难度等级 * uncertainty_multiplier”决定</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:pushable">minecraft:pushable</p></h2>

定义是否可以被被其他实体或被活塞推动。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_pushable</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">实体是否可以被其他实体推动。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">is_pushable_by_piston</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">实体是否可以被活塞推动。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:raid_trigger">minecraft:raid_trigger</p></h2>

尝试在实体的位置触发袭击。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">triggered_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要运行的事件，触发对村庄的突袭。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:rail_movement">minecraft:rail_movement</p></h2>

定义实体在轨道上的移动。具有此组件的实体只允许在轨道上移动。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.4</td>
<td style="border-style:solid; border-width:2; padding:8px">此实体在铁轨上移动的最大速度。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:rail_sensor">minecraft:rail_sensor</p></h2>

定义实体在通过已激活或已停用的轨道时的行为<h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">check_block_types</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则在tick更新时，此实体将触发其on_deactivate行为</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">eject_on_activate</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则此实体将在经过激活的铁轨时弹出其所有乘客</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">eject_on_deactivate</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则此实体将在经过未激活的铁轨时弹出其所有乘客</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_activate</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">铁轨是激活状态时要调用的事件</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_deactivate</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">铁轨是未激活状态时要调用的事件</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tick_command_block_on_activate</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则命令方块将在通过激活的铁轨时开始被激活</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tick_command_block_on_deactivate</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 false，则命令方块将在通过未激活的铁轨时停止激活</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:ravager_blocked">minecraft:ravager_blocked</p></h2>

定义劫掠兽对近战攻击被格挡的反应。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">knockback_strength</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">3.0</td>
<td style="border-style:solid; border-width:2; padding:8px">击退实体的强度</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">reaction_choices</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px">[ ]</td>
<td style="border-style:solid; border-width:2; padding:8px">对被格挡的近战攻击的加权响应列表</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:rideable">minecraft:rideable</p></h2>

确定是否可以骑乘此实体。允许指定不同的座椅位置和数量。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">controlling_seat</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">指定实体驾驶员的座位。这仅通过马/船的骑行方式观察到;带有 “minecraft:controlled_by_player” 的矿车/实体可以将控制权交给任何座位上的任何玩家。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">crouching_skip_interact</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则如果与该实体交互的实体处于潜行状态，则无法与该实体交互</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">family_types</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">可以骑乘此实体的实体列表</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interact_text</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当玩家在使用触摸屏控件玩游戏时可以与实体交互时显示的按钮文本</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">priority</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">此字段可能存在于旧数据中，但未被 minecraft:rideable 使用。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">pull_in_entities</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则此实体会将位于正确family_types中的实体拉到任何可用席位中</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">rider_can_interact</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否允许骑行者与该实体互动（你能不能打自己正在骑的马）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">seat_count</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">可以同时骑乘此实体的实体数量</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">seats</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">骑乘此实体的实体的位置列表和每个位置的骑手数量</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">lock_rider_rotation</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">181</td>
<td style="border-style:solid; border-width:1; padding:9px">允许骑手在骑乘此实体时旋转的角度（以度为单位）。无限制地省略此属性（原文：Angle in degrees that a rider is allowed to rotate while riding this entity. Omit this property for no limit）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">max_rider_count</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px">seat_count</td>
<td style="border-style:solid; border-width:1; padding:9px">定义此座位有效时可以乘坐此实体的最大骑手数</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">min_rider_count</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">定义在使用此座位之前需要乘坐此实体的最小骑手数</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">position</td>
<td style="border-style:solid; border-width:1; padding:9px">向量 [a, b, c]</td>
<td style="border-style:solid; border-width:1; padding:9px">[0, 0, 0]</td>
<td style="border-style:solid; border-width:1; padding:9px">此座位相对于此实体位置的位置</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">rotate_rider_by</td>
<td style="border-style:solid; border-width:1; padding:9px">Molang</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">偏移以旋转骑手</br></td>
</tr>
</table>
</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:scale_by_age">minecraft:scale_by_age</p></h2>

根据实体的年龄定义实体的大小。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">end_scale</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">实体完全增长时的大小。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">start_scale</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">婴儿实体的初始大小。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:scheduler">minecraft:scheduler</p></h2>

在一天中的时间触发预定的生物事件 。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">scheduled_events</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当条件与给定筛选条件匹配时触发的触发器列表。如果任何筛选条件重叠，则将选取第一个定义的事件。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:shareables">minecraft:shareables</p></h2>

定义生物想要分享或拾取的物品列表。每个物品必须具有以下参数：</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">all_items</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">A bucket for all other items in the game. Note this category is always least priority items.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">all_items_max_amount</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">Maximum number of this item the mob will hold.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">all_items_surplus_amount</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">Number of this item considered extra that the entity wants to share.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">all_items_want_amount</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">Number of this item this entity wants to share.</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">items</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">List of items that the entity wants to share.</br><h5><p id="admire">admire</p></h5>

Mob will admire the item after picking up by looking at it. For this to happen the mob needs to have an Admire component and an Admire goal.</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="barter">barter</p></h5>

Mob will barter for the item after picking it up. For this to work the mob needs to have a Barter component and a Barter goal.</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="consume_item">consume_item</p></h5>

Determines whether the mob will consume the item or not.</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="craft_into">craft_into</p></h5>

Defines the item this entity wants to craft with the item defined by "item". Should be an item name.</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="item">item</p></h5>

The name of the item. Aux value can be specified, for instance 'minecraft:skull:1'.</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="max_amount">max_amount</p></h5>

Maximum number of this item the mob will hold.</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="pickup_limit">pickup_limit</p></h5>

Maximum number of this item the mob will pick up during a single goal tick.</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="priority">priority</p></h5>

Prioritizes which items the entity prefers. 0 is the highest priority.</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="stored_in_inventory">stored_in_inventory</p></h5>

Determines whether the mob will try to put the item in its inventory if it has the inventory component and if it can't be equipped.</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="surplus_amount">surplus_amount</p></h5>

Number of this item considered extra that the entity wants to share.</br><a href="#Index">返回顶部</a><br><br>

<h5><p id="want_amount">want_amount</p></h5>

Number of this item this entity wants to have.</br><a href="#Index">返回顶部</a><br><br>

</td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:shooter">minecraft:shooter</p></h2>

定义实体的远程攻击行为。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">aux_val</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">-1</td>
<td style="border-style:solid; border-width:2; padding:8px">命中时要应用的药水效果的 ID</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">def</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">用作远程攻击的弹射物的定义。定义必须具有 projectile 组件才能作为弹射物进行射击</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:sittable">minecraft:sittable</p></h2>

定义实体的坐下状态。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">sit_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当实体进入坐下状态时运行的事件</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">stand_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当实体退出坐下状态时运行的事件</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:spawn_entity">minecraft:spawn_entity</p></h2>

添加一个计时器，之后此实体将生成另一个实体或物品（类似于原版的鸡的下蛋行为）。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">如果存在，则仅当过滤器的计算结果为 true 时，才会生成指定的实体。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_wait_time</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">600</td>
<td style="border-style:solid; border-width:2; padding:8px">在生成另一个实体之前随机等待的最长时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_wait_time</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">300</td>
<td style="border-style:solid; border-width:2; padding:8px">在生成另一个实体之前随机等待的最短时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">num_to_spawn</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">每次触发时要生成的此类型的实体数量。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">should_leash</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则生成的实体将被栓绳栓到父级。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">single_use</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则此组件将只生成指定实体一次。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_entity</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">要生成的实体的标识符，留空以生成由 "spawn_item" 定义的项目。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:entity_born</td>
<td style="border-style:solid; border-width:2; padding:8px">生成实体时调用的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_item</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">egg</td>
<td style="border-style:solid; border-width:2; padding:8px">要生成的物品的标识符。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_method</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">born</td>
<td style="border-style:solid; border-width:2; padding:8px">用于生成实体的方法。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">plop</td>
<td style="border-style:solid; border-width:2; padding:8px">生成实体时要播放的声音。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:strength">minecraft:strength</p></h2>

定义实体携带物品的能力。（原版实例：羊驼）</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">最大强度</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">强度的初始值</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:tameable">minecraft:tameable</p></h2>

定义玩家要驯服的生物的规则</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">使用每个物品时驯服实体的几率介于 0.0 和 1.0 之间，其中 1.0 为 100%</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tame_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此实体被驯服时要运行的事件</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tame_items</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">可用于驯服此实体的物品列表</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:tamemount">minecraft:tamemount</p></h2>

允许通过乘骑实体来驯服该实体。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">attempt_temper_mod</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">实体在骑乘时会增加的好感度。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">autoRejectItems</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">如果在与实体交互时携带，则会激怒它的物品列表。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">item</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">此实体不喜欢的物品的名称，如果在未驯服时使用会导致它生气。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">feed_items</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">可用于加快驯服过程的物品列表。</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">item</td>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">此实体喜欢的物品名称，可用于增加好感度。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">temper_mod</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">喂食此物品时获得的好感度。</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">feed_text</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在喂食交互按钮中显示的文本。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_temper</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">100</td>
<td style="border-style:solid; border-width:2; padding:8px">实体的初始好感度的最大值</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_temper</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">实体的初始好感度的最小值</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">ride_text</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">在骑行交互按钮中显示的文本。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">tame_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当实体被驯服时触发的事件。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:target_nearby_sensor">minecraft:target_nearby_sensor</p></h2>

定义实体的范围，在该范围内，它可以看到或感知其他实体以将其作为目标。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">inside_range</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">其它实体将被视为在目标范围内的最大距离（以方块为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">must_see</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">是否需要看见</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_inside_range</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当实体进入范围内时调用的事件。可以为事件名称指定 'event'，为事件的目标指定 'target'</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_outside_range</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当实体走出范围时调用的事件。可以为事件名称指定 'event'，为事件的目标指定 'target'</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">on_vision_lost_inside_range</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当实体退出可视范围时调用的事件。可以为事件名称指定 'event'，为事件的目标指定 'target'</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">outside_range</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">5</td>
<td style="border-style:solid; border-width:2; padding:8px">距离多少时将被视为在范围外（以方块为单位）</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:teleport">minecraft:teleport</p></h2>

定义实体的传送行为。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">dark_teleport_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.01</td>
<td style="border-style:solid; border-width:2; padding:8px">实体在黑暗中时传送的几率</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">light_teleport_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.01</td>
<td style="border-style:solid; border-width:2; padding:8px">实体在日光下传送的几率</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">max_random_teleport_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">20</td>
<td style="border-style:solid; border-width:2; padding:8px">随机传送之间的最大时间（秒）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">min_random_teleport_time</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">随机传送之间的最短时间（秒）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_teleport_cube</td>
<td style="border-style:solid; border-width:2; padding:8px">向量 [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[32, 16, 32]</td>
<td style="border-style:solid; border-width:2; padding:8px">实体将传送到此立方体区域内的随机位置</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_teleports</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则实体将随机传送</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_distance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">16</td>
<td style="border-style:solid; border-width:2; padding:8px">实体在追逐目标时传送的最大距离</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target_teleport_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1</td>
<td style="border-style:solid; border-width:2; padding:8px">实体传送的几率。1.0 表示 100%</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:tick_world">minecraft:tick_world</p></h2>

定义实体是否加载周围区块。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">distance_to_players</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">128</td>
<td style="border-style:solid; border-width:2; padding:8px">最近的玩家离此实体的距离到达此数值时，此实体消失。如果 never_despawn 为 true，则将忽略此选项。最少： 128 个方块。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">never_despawn</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则即使玩家距离很远，此实体也不会消失。如果为 false，则 distance_to_players 将用于确定何时消失。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">radius</td>
<td style="border-style:solid; border-width:2; padding:8px">正整数</td>
<td style="border-style:solid; border-width:2; padding:8px">2</td>
<td style="border-style:solid; border-width:2; padding:8px">要加载的周围的区块。默认值：2。允许的范围：2-6。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:timer">minecraft:timer</p></h2>

添加一个计时器，时间用完之后将触发事件。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">looping</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则计时器将在每次触发后重新启动。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">randomInterval</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">true</td>
<td style="border-style:solid; border-width:2; padding:8px">如果为 true，则计时器上的时间量将在 "time" 中指定的最小值和最大值之间随机取值。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">random_time_choices</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px">[ ]</td>
<td style="border-style:solid; border-width:2; padding:8px">这是一个对象列表，表示在触发事件之前可以选择的一个值（以秒为单位）和一个可选的权重。与 "time" 不兼容。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">time</td>
<td style="border-style:solid; border-width:2; padding:8px">范围 [a, b]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0.0, 0.0]</td>
<td style="border-style:solid; border-width:2; padding:8px">计时器的时间量（以秒为单位）。可以指定为一个数字或一对数字（最小值和最大值）。与 "random_time_choices" 不兼容。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">time_down_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">计时器上的时间用完时触发的事件。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:trade_table">minecraft:trade_table</p></h2>

定义此实体与玩家交易的能力。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">convert_trades_economy</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">确定当生物变化时，当新生物有economy_trade_table时是否应该转换交易。当交易被转换时，生物会用他们的新交易表生成一个新的交易列表，但随后它会尝试转换任何相同的交易以获得相同的附魔和用户数据。例如，如果原来的交易有一个绿宝石换附魔铁剑（锋利 1），而新交易也有一个绿宝石附魔铁剑，那么附魔将是锋利 1。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">display_name</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">与此实体交易时要显示的名称。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">new_screen</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">用于确定与实体交易是否打开新的交易屏幕。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">persist_trades</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">确定当生物变化时交易是否应持续。这样，下次生物被转化为具有trade_table或economy_trade_table的实体时，它就会保留他们的交易。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">table</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">用于此实体交易的行为包根的文件路径。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:trail">minecraft:trail</p></h2>

使实体在世界中移动时留下方块的痕迹。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">block_type</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">air</td>
<td style="border-style:solid; border-width:2; padding:8px">您希望实体在世界中移动时生成的方块的类型。实心方块不能在偏移量 (0,0,0) 处生成。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_filter</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">生成所选方块类型必须满足的一个或多个条件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">spawn_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">向量 [a, b, c]</td>
<td style="border-style:solid; border-width:2; padding:8px">[0, 0, 0]</td>
<td style="border-style:solid; border-width:2; padding:8px">与实体当前位置的距离，以生成方块。上限可达 16 个方块。X 值为 左/右(-/+)，Z 值为 后/前(-/+)，Y 值为 下/上(-/+)。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:transformation">minecraft:transformation</p></h2>

将实体转换成另一个实体</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">add</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">转换后要添加到实体的组件列表</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">component_groups</td>
<td style="border-style:solid; border-width:1; padding:9px">列表</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">要添加的组件组的名称</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">begin_transform_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">转换开始时播放的声音</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">delay</td>
<td style="border-style:solid; border-width:2; padding:8px">JSON对象</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">定义转换的延迟属性</br><table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">名称</th> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">block_assist_chance</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">实体寻找附近可以加快转换速度的方块的几率。值必须介于 0.0 和 1.0 之间</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">block_chance</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">一旦找到一个方块，将有助于加快转换速度</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">block_max</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">实体将寻找的最大方块数以帮助转换。如果未定义或设置为 0，则将其设置为方块半径</br></td><!-- 需润色 -->
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">block_radius</td>
<td style="border-style:solid; border-width:1; padding:9px">整数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">实体将搜索有助于转换的方块的距离（以方块为单位）</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">block_types</td>
<td style="border-style:solid; border-width:1; padding:9px">列表</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">可以帮助此实体加速转换的方块的列表</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">value</td>
<td style="border-style:solid; border-width:1; padding:9px">浮点数</td>
<td style="border-style:solid; border-width:1; padding:9px">0</td>
<td style="border-style:solid; border-width:1; padding:9px">实体转换所需的时间（以秒为单位）</br></td>
</tr>
</table>
</td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drop_equipment</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">实体在转换时是否掉落所有装备</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drop_inventory</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">实体在转换时是否掉落物品栏中的所有物品</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">into</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此实体将转换为的实体</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">keep_level</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果此实体已进行交易并已升级，则它在转换后应保持该级别。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">keep_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">如果此实体由另一个实体驯服，则它在转换后应保持拥有状态。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">preserve_equipment</td>
<td style="border-style:solid; border-width:2; padding:8px">布尔值</td>
<td style="border-style:solid; border-width:2; padding:8px">false</td>
<td style="border-style:solid; border-width:2; padding:8px">使实体在经过转换后保留装备</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">transformation_sound</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">实体完成转换时播放的声音</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:trusting">minecraft:trusting</p></h2>

定义生物信任玩家的规则。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">probability</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.00</td>
<td style="border-style:solid; border-width:2; padding:8px">信任的几率介于 0.0 和 1.0 之间，其中 1.0 为 100%。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">trust_event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">当此实体变为信任时运行的 Event。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">trust_items</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">可用于使实体信任玩家的物品列表。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:water_movement">minecraft:water_movement</p></h2>

定义实体在水中移动的速度。<h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">drag_factor</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.8</td>
<td style="border-style:solid; border-width:2; padding:8px">在水中移动时的阻力系数。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<br><br>

<h1><p id="Entity Definition Properties">Entity Definition Properties</p></h1>

这些属性是整个实体定义的一部分，位于 Component 或 Component Group 之前。确保将它们放在任何 Components、Component Groups 或 Events 部分之前，否则它们将被忽略。</br><h2></h2>

<h2><p id="format_version">format_version</p></h2>

指定创建此实体时的游戏版本。如果版本低于当前版本，则对原版版本中的实体所做的任何更改都将应用于该实体。</br><a href="#Index">返回顶部</a><br><br>

<h2>Code Example</h2>
Example<br / ><textarea readonly="true" cols="29" rows="10">
{
  "format_version": "1.8.0",
  "minecraft:entity": {
    "component_groups": {
      ...
    }
    ...
  }
}
</textarea> </br>
<br><br>

<h1><p id="Entity Description Properties">Entity Description Properties</p></h1>

本节定义标识和构造实体所需的属性</br><h2></h2>

<h2><p id="Entity Description Properties">Entity Description Properties</p></h2>

<h3></h3>

<h3><p id="identifier">identifier</p></h3>

设置此实体的名称。</br><h4></h4>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">此实体的标识符</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h3><p id="is_spawnable">is_spawnable</p></h3>

设置此实体是否有生物蛋</br><h4></h4>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">设置此实体是否有生物蛋</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h3><p id="is_summonable">is_summonable</p></h3>

是否能被/summon召唤</br><h4></h4>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">布尔值</td>
<td style="border-style:solid; border-width:1; padding:9px">false</td>
<td style="border-style:solid; border-width:1; padding:9px">是否能被/summon召唤</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h3><p id="runtime_identifier">runtime_identifier</p></h3>

设置此实体将用于构建自身的原版Minecraft标识符的名称。</br><h4></h4>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:1;">
<tr> <th style="border-style:solid; border-width:1;">类型</th> <th style="border-style:solid; border-width:1;">默认值</th> <th style="border-style:solid; border-width:1;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:1; padding:9px">字符串</td>
<td style="border-style:solid; border-width:1; padding:9px"></td>
<td style="border-style:solid; border-width:1; padding:9px">用于构造此实体的标识符</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<br><br>

<h2><p id="animations">animations</p></h2>

设置内部动画引用到实际动画的映射。这是名称/动画对的 JSON 对象</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">animation</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">none</td>
<td style="border-style:solid; border-width:2; padding:8px">要使用的实际动画</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">name</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">none</td>
<td style="border-style:solid; border-width:2; padding:8px">此动画条目的内部 （到实体） 名称</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="scripts">scripts</p></h2>

设置内部动画控制器引用到实际动画控制器的映射。这是一个名称/动画控制器对的 JSON 数组</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">animation controller</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">none</td>
<td style="border-style:solid; border-width:2; padding:8px">要使用的实际动画</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">name</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">none</td>
<td style="border-style:solid; border-width:2; padding:8px">此动画条目的内部 （到实体） 名称</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<br><br>

<h1><p id="ID Lists">ID Lists</p></h1>

<h2></h2>

<h2><p id="AI Goals">AI Goals （AI意向）</p></h2>

<h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">JSON Name</th> <th style="border-style:solid; border-width:2;">ID</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.admire_item</td>
<td style="border-style:solid; border-width:2; padding:8px">1024844406</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.barter</td>
<td style="border-style:solid; border-width:2; padding:8px">536670686</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.beg</td>
<td style="border-style:solid; border-width:2; padding:8px">1346418048</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.break_door</td>
<td style="border-style:solid; border-width:2; padding:8px">-1798237626</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.breed</td>
<td style="border-style:solid; border-width:2; padding:8px">51166360</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.defend_trusted_target</td>
<td style="border-style:solid; border-width:2; padding:8px">2070046390</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.door_interact</td>
<td style="border-style:solid; border-width:2; padding:8px">-286762735</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.dragondeath</td>
<td style="border-style:solid; border-width:2; padding:8px">-1541162059</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.dragonholdingpattern</td>
<td style="border-style:solid; border-width:2; padding:8px">1066617362</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.dragonlanding</td>
<td style="border-style:solid; border-width:2; padding:8px">-152352492</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.dragonscanning</td>
<td style="border-style:solid; border-width:2; padding:8px">-1003941066</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.dragontakeoff</td>
<td style="border-style:solid; border-width:2; padding:8px">-1912535317</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.drink_potion</td>
<td style="border-style:solid; border-width:2; padding:8px">277029334</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.eat_carried_item</td>
<td style="border-style:solid; border-width:2; padding:8px">-184757575</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.enderman_leave_block</td>
<td style="border-style:solid; border-width:2; padding:8px">-717580550</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.enderman_take_block</td>
<td style="border-style:solid; border-width:2; padding:8px">-537294220</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.explore_outskirts</td>
<td style="border-style:solid; border-width:2; padding:8px">-1955198366</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.find_cover</td>
<td style="border-style:solid; border-width:2; padding:8px">-1231227755</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.find_mount</td>
<td style="border-style:solid; border-width:2; padding:8px">731306871</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.find_underwater_treasure</td>
<td style="border-style:solid; border-width:2; padding:8px">-1602192311</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.flee_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">-617664229</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.float</td>
<td style="border-style:solid; border-width:2; padding:8px">1758503000</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.float_wander</td>
<td style="border-style:solid; border-width:2; padding:8px">-1122048364</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.follow_caravan</td>
<td style="border-style:solid; border-width:2; padding:8px">9936402</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.follow_mob</td>
<td style="border-style:solid; border-width:2; padding:8px">-1524701626</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.follow_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">1213259599</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.follow_parent</td>
<td style="border-style:solid; border-width:2; padding:8px">2127040136</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.follow_target_captain</td>
<td style="border-style:solid; border-width:2; padding:8px">-135480526</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.go_home</td>
<td style="border-style:solid; border-width:2; padding:8px">-1579225026</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.hide</td>
<td style="border-style:solid; border-width:2; padding:8px">-1101331718</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.hold_ground</td>
<td style="border-style:solid; border-width:2; padding:8px">1804286487</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.hurt_by_target</td>
<td style="border-style:solid; border-width:2; padding:8px">-1710404297</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.inspect_bookshelf</td>
<td style="border-style:solid; border-width:2; padding:8px">40191182</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.knockback_roar</td>
<td style="border-style:solid; border-width:2; padding:8px">-1304117826</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.lay_down</td>
<td style="border-style:solid; border-width:2; padding:8px">-2074934675</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.lay_egg</td>
<td style="border-style:solid; border-width:2; padding:8px">-1207740530</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.leap_at_target</td>
<td style="border-style:solid; border-width:2; padding:8px">256926956</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.look_at_entity</td>
<td style="border-style:solid; border-width:2; padding:8px">-1735428573</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.look_at_player</td>
<td style="border-style:solid; border-width:2; padding:8px">-1892159379</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.look_at_target</td>
<td style="border-style:solid; border-width:2; padding:8px">-885375871</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.look_at_trading_player</td>
<td style="border-style:solid; border-width:2; padding:8px">-2094605693</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.make_love</td>
<td style="border-style:solid; border-width:2; padding:8px">-1551283431</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.mingle</td>
<td style="border-style:solid; border-width:2; padding:8px">385775952</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.mount_pathing</td>
<td style="border-style:solid; border-width:2; padding:8px">1112137677</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_through_village</td>
<td style="border-style:solid; border-width:2; padding:8px">779377630</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_block</td>
<td style="border-style:solid; border-width:2; padding:8px">-342788833</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_land</td>
<td style="border-style:solid; border-width:2; padding:8px">-943551837</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_lava</td>
<td style="border-style:solid; border-width:2; padding:8px">-945036492</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_liquid</td>
<td style="border-style:solid; border-width:2; padding:8px">635836098</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_poi</td>
<td style="border-style:solid; border-width:2; padding:8px">-1614682114</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_random_block</td>
<td style="border-style:solid; border-width:2; padding:8px">395022171</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_village</td>
<td style="border-style:solid; border-width:2; padding:8px">-805189394</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_to_water</td>
<td style="border-style:solid; border-width:2; padding:8px">1886139445</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.move_towards_target</td>
<td style="border-style:solid; border-width:2; padding:8px">-166537884</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.nap</td>
<td style="border-style:solid; border-width:2; padding:8px">992184933</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.nearest_attackable_target</td>
<td style="border-style:solid; border-width:2; padding:8px">5824270165841165755</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.nearest_prioritized_attackable_target</td>
<td style="border-style:solid; border-width:2; padding:8px">335414683</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.ocelot_sit_on_block</td>
<td style="border-style:solid; border-width:2; padding:8px">-1327999383</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.offer_flower</td>
<td style="border-style:solid; border-width:2; padding:8px">-885387854</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.open_door</td>
<td style="border-style:solid; border-width:2; padding:8px">-906200433</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.owner_hurt_by_target</td>
<td style="border-style:solid; border-width:2; padding:8px">530667419</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.owner_hurt_target</td>
<td style="border-style:solid; border-width:2; padding:8px">995655261</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.panic</td>
<td style="border-style:solid; border-width:2; padding:8px">-169886247</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.peek</td>
<td style="border-style:solid; border-width:2; padding:8px">211304085</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.pet_sleep_with_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">1379392240</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.pickup_items</td>
<td style="border-style:solid; border-width:2; padding:8px">644287189</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.play</td>
<td style="border-style:solid; border-width:2; padding:8px">-505601580</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.player_ride_tamed</td>
<td style="border-style:solid; border-width:2; padding:8px">603869698</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.raid_garden</td>
<td style="border-style:solid; border-width:2; padding:8px">-1145687602</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_breach</td>
<td style="border-style:solid; border-width:2; padding:8px">928528911</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_fly</td>
<td style="border-style:solid; border-width:2; padding:8px">-446385505</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_hover</td>
<td style="border-style:solid; border-width:2; padding:8px">-1797323808</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_look_around</td>
<td style="border-style:solid; border-width:2; padding:8px">1177762851</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_look_around_and_sit</td>
<td style="border-style:solid; border-width:2; padding:8px">-1368070166</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_sitting</td>
<td style="border-style:solid; border-width:2; padding:8px">1722716662</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_stroll</td>
<td style="border-style:solid; border-width:2; padding:8px">-1643504294</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.random_swim</td>
<td style="border-style:solid; border-width:2; padding:8px">-1465281278</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.receive_love</td>
<td style="border-style:solid; border-width:2; padding:8px">1156694272</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.restrict_open_door</td>
<td style="border-style:solid; border-width:2; padding:8px">715583988</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.restrict_sun</td>
<td style="border-style:solid; border-width:2; padding:8px">-382716017</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.rise_to_liquid_level</td>
<td style="border-style:solid; border-width:2; padding:8px">-950950337</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.roll</td>
<td style="border-style:solid; border-width:2; padding:8px">817471653</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.run_around_like_crazy</td>
<td style="border-style:solid; border-width:2; padding:8px">-1390363669</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.scared</td>
<td style="border-style:solid; border-width:2; padding:8px">-1643945926</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.send_event</td>
<td style="border-style:solid; border-width:2; padding:8px">-823429137</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.share_items</td>
<td style="border-style:solid; border-width:2; padding:8px">2045906118</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.silverfish_merge_with_stone</td>
<td style="border-style:solid; border-width:2; padding:8px">321908121</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.silverfish_wake_up_friends</td>
<td style="border-style:solid; border-width:2; padding:8px">484391748</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.skeleton_horse_trap</td>
<td style="border-style:solid; border-width:2; padding:8px">530952387</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.sleep</td>
<td style="border-style:solid; border-width:2; padding:8px">-1811763</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.slime_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">-1315951081</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.snacking</td>
<td style="border-style:solid; border-width:2; padding:8px">875141064</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.sneeze</td>
<td style="border-style:solid; border-width:2; padding:8px">1528584076</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.squid_dive</td>
<td style="border-style:solid; border-width:2; padding:8px">1626998843</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.squid_flee</td>
<td style="border-style:solid; border-width:2; padding:8px">1304043261</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.squid_idle</td>
<td style="border-style:solid; border-width:2; padding:8px">1741234679</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.squid_move_away_from_ground</td>
<td style="border-style:solid; border-width:2; padding:8px">892387674</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.squid_out_of_water</td>
<td style="border-style:solid; border-width:2; padding:8px">-1347598607</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.stalk_and_pounce_on_target</td>
<td style="border-style:solid; border-width:2; padding:8px">-1248479202</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.stay_while_sitting</td>
<td style="border-style:solid; border-width:2; padding:8px">1346980478</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.stomp_turtle_egg</td>
<td style="border-style:solid; border-width:2; padding:8px">851839416</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.stroll_towards_village</td>
<td style="border-style:solid; border-width:2; padding:8px">-1563831906</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.summon_entity</td>
<td style="border-style:solid; border-width:2; padding:8px">-2005850647</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.swell</td>
<td style="border-style:solid; border-width:2; padding:8px">-1473132493</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.take_flower</td>
<td style="border-style:solid; border-width:2; padding:8px">1218648257</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.tempt</td>
<td style="border-style:solid; border-width:2; padding:8px">422904556</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.trade_interest</td>
<td style="border-style:solid; border-width:2; padding:8px">-574851053</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.trade_with_player</td>
<td style="border-style:solid; border-width:2; padding:8px">-2048563493</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.vex_copy_owner_target</td>
<td style="border-style:solid; border-width:2; padding:8px">-643459543</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.vex_random_move</td>
<td style="border-style:solid; border-width:2; padding:8px">-1117822165</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.wither_random_attack_pos_goal</td>
<td style="border-style:solid; border-width:2; padding:8px">-528895885</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.wither_target_highest_damage</td>
<td style="border-style:solid; border-width:2; padding:8px">-1065562072</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:behavior.work</td>
<td style="border-style:solid; border-width:2; padding:8px">-391600209</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="Attributes"> Attributes（特性）</p></h2>

<h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">JSON Name</th> <th style="border-style:solid; border-width:2;">ID</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:attack</td>
<td style="border-style:solid; border-width:2; padding:8px">1651346034</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:spell_effects</td>
<td style="border-style:solid; border-width:2; padding:8px">523264365</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:strength</td>
<td style="border-style:solid; border-width:2; padding:8px">648564399</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="Components">Components（组件）</p></h2>

<h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">JSON Name</th> <th style="border-style:solid; border-width:2;">ID</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">-2078137563</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:addrider</td>
<td style="border-style:solid; border-width:2; padding:8px">-1014528905</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:admire_item</td>
<td style="border-style:solid; border-width:2; padding:8px">-1838165406</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:ageable</td>
<td style="border-style:solid; border-width:2; padding:8px">1092934985</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:angry</td>
<td style="border-style:solid; border-width:2; padding:8px">725411499</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:annotation.break_door</td>
<td style="border-style:solid; border-width:2; padding:8px">2116838963</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:annotation.open_door</td>
<td style="border-style:solid; border-width:2; padding:8px">1004733768</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:area_attack</td>
<td style="border-style:solid; border-width:2; padding:8px">1169114880</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:attack_cooldown</td>
<td style="border-style:solid; border-width:2; padding:8px">-1439360398</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:barter</td>
<td style="border-style:solid; border-width:2; padding:8px">-1660828566</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:block_climber</td>
<td style="border-style:solid; border-width:2; padding:8px">-505801518</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:block_sensor</td>
<td style="border-style:solid; border-width:2; padding:8px">1944169706</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:boostable</td>
<td style="border-style:solid; border-width:2; padding:8px">-8316315</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:boss</td>
<td style="border-style:solid; border-width:2; padding:8px">-1309638025</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:break_blocks</td>
<td style="border-style:solid; border-width:2; padding:8px">-944056304</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:breathable</td>
<td style="border-style:solid; border-width:2; padding:8px">-707187232</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:breedable</td>
<td style="border-style:solid; border-width:2; padding:8px">-1616430100</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:bribeable</td>
<td style="border-style:solid; border-width:2; padding:8px">-2125526908</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:buoyant</td>
<td style="border-style:solid; border-width:2; padding:8px">-467213736</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:burns_in_daylight</td>
<td style="border-style:solid; border-width:2; padding:8px">1256874605</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:celebrate_hunt</td>
<td style="border-style:solid; border-width:2; padding:8px">-789611239</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:combat_regeneration</td>
<td style="border-style:solid; border-width:2; padding:8px">-315365016</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:conditional_bandwidth_optimization</td>
<td style="border-style:solid; border-width:2; padding:8px">1333085468</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:custom_hit_test</td>
<td style="border-style:solid; border-width:2; padding:8px">2035968892</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:damage_over_time</td>
<td style="border-style:solid; border-width:2; padding:8px">-656420526</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:damage_sensor</td>
<td style="border-style:solid; border-width:2; padding:8px">-82616534</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:despawn</td>
<td style="border-style:solid; border-width:2; padding:8px">1674909940</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:drying_out_timer</td>
<td style="border-style:solid; border-width:2; padding:8px">2113510784</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:economy_trade_table</td>
<td style="border-style:solid; border-width:2; padding:8px">1705466896</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:entity_sensor</td>
<td style="border-style:solid; border-width:2; padding:8px">-406052184</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:environment_sensor</td>
<td style="border-style:solid; border-width:2; padding:8px">687748970</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:equip_item</td>
<td style="border-style:solid; border-width:2; padding:8px">-1774220620</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:equippable</td>
<td style="border-style:solid; border-width:2; padding:8px">-1164142226</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:experience_reward</td>
<td style="border-style:solid; border-width:2; padding:8px">-1992597900</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:explode</td>
<td style="border-style:solid; border-width:2; padding:8px">-1683058581</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:flocking</td>
<td style="border-style:solid; border-width:2; padding:8px">1967597361</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:genetics</td>
<td style="border-style:solid; border-width:2; padding:8px">-82484670</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:giveable</td>
<td style="border-style:solid; border-width:2; padding:8px">1739199795</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:group_size</td>
<td style="border-style:solid; border-width:2; padding:8px">-1997375941</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:grows_crop</td>
<td style="border-style:solid; border-width:2; padding:8px">43636353</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:healable</td>
<td style="border-style:solid; border-width:2; padding:8px">-54247424</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:home</td>
<td style="border-style:solid; border-width:2; padding:8px">610829097</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:hurt_on_condition</td>
<td style="border-style:solid; border-width:2; padding:8px">163715083</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:inside_block_notifier</td>
<td style="border-style:solid; border-width:2; padding:8px">-377593253</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:insomnia</td>
<td style="border-style:solid; border-width:2; padding:8px">-300455606</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:instant_despawn</td>
<td style="border-style:solid; border-width:2; padding:8px">-634288138</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:interact</td>
<td style="border-style:solid; border-width:2; padding:8px">-1996861528</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:inventory</td>
<td style="border-style:solid; border-width:2; padding:8px">1941951218</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:item_hopper</td>
<td style="border-style:solid; border-width:2; padding:8px">-447601772</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:jump.dynamic</td>
<td style="border-style:solid; border-width:2; padding:8px">945664737</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:jump.static</td>
<td style="border-style:solid; border-width:2; padding:8px">1064987526</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:leashable</td>
<td style="border-style:solid; border-width:2; padding:8px">893445039</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:lookat</td>
<td style="border-style:solid; border-width:2; padding:8px">-1329707008</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:managed_wandering_trader</td>
<td style="border-style:solid; border-width:2; padding:8px">846609640</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:mob_effect</td>
<td style="border-style:solid; border-width:2; padding:8px">490430596</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:movement.amphibious</td>
<td style="border-style:solid; border-width:2; padding:8px">-500784850</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:movement.basic</td>
<td style="border-style:solid; border-width:2; padding:8px">3354475</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:movement.fly</td>
<td style="border-style:solid; border-width:2; padding:8px">-1487316136</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:movement.generic</td>
<td style="border-style:solid; border-width:2; padding:8px">-1363369868</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:movement.hover</td>
<td style="border-style:solid; border-width:2; padding:8px">1743805051</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:movement.jump</td>
<td style="border-style:solid; border-width:2; padding:8px">1256268727</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:movement.skip</td>
<td style="border-style:solid; border-width:2; padding:8px">-1828832272</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:movement.sway</td>
<td style="border-style:solid; border-width:2; padding:8px">2126249079</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:nameable</td>
<td style="border-style:solid; border-width:2; padding:8px">-595398763</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:navigation.climb</td>
<td style="border-style:solid; border-width:2; padding:8px">-1075360945</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:navigation.float</td>
<td style="border-style:solid; border-width:2; padding:8px">-842998036</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:navigation.fly</td>
<td style="border-style:solid; border-width:2; padding:8px">-1997823129</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:navigation.generic</td>
<td style="border-style:solid; border-width:2; padding:8px">1768002583</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:navigation.hover</td>
<td style="border-style:solid; border-width:2; padding:8px">-769247640</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:navigation.swim</td>
<td style="border-style:solid; border-width:2; padding:8px">1908076634</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:navigation.walk</td>
<td style="border-style:solid; border-width:2; padding:8px">1909033775</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:npc</td>
<td style="border-style:solid; border-width:2; padding:8px">1140005505</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:out_of_control</td>
<td style="border-style:solid; border-width:2; padding:8px">-639930856</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:peek</td>
<td style="border-style:solid; border-width:2; padding:8px">-863721039</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:persistent</td>
<td style="border-style:solid; border-width:2; padding:8px">1435858387</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:physics</td>
<td style="border-style:solid; border-width:2; padding:8px">1021552959</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:preferred_path</td>
<td style="border-style:solid; border-width:2; padding:8px">1431188951</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:projectile</td>
<td style="border-style:solid; border-width:2; padding:8px">1922456869</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:pushable</td>
<td style="border-style:solid; border-width:2; padding:8px">-1784639134</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:raid_trigger</td>
<td style="border-style:solid; border-width:2; padding:8px">2093209329</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:rail_movement</td>
<td style="border-style:solid; border-width:2; padding:8px">-78235634</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:rail_sensor</td>
<td style="border-style:solid; border-width:2; padding:8px">1273161273</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:ravager_blocked</td>
<td style="border-style:solid; border-width:2; padding:8px">-1417579541</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:rideable</td>
<td style="border-style:solid; border-width:2; padding:8px">1656173828</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:scale_by_age</td>
<td style="border-style:solid; border-width:2; padding:8px">64881972</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:scheduler</td>
<td style="border-style:solid; border-width:2; padding:8px">-684492525</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:shareables</td>
<td style="border-style:solid; border-width:2; padding:8px">1301057082</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:shooter</td>
<td style="border-style:solid; border-width:2; padding:8px">184150118</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:sittable</td>
<td style="border-style:solid; border-width:2; padding:8px">-1376274106</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:spawn_entity</td>
<td style="border-style:solid; border-width:2; padding:8px">1991964333</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:tameable</td>
<td style="border-style:solid; border-width:2; padding:8px">932870003</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:tamemount</td>
<td style="border-style:solid; border-width:2; padding:8px">1615660288</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:target_nearby_sensor</td>
<td style="border-style:solid; border-width:2; padding:8px">1309819882</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:teleport</td>
<td style="border-style:solid; border-width:2; padding:8px">-1900891127</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:tick_world</td>
<td style="border-style:solid; border-width:2; padding:8px">-381759296</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:timer</td>
<td style="border-style:solid; border-width:2; padding:8px">1862095863</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:trade_table</td>
<td style="border-style:solid; border-width:2; padding:8px">50480315</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:trail</td>
<td style="border-style:solid; border-width:2; padding:8px">1632590434</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:transformation</td>
<td style="border-style:solid; border-width:2; padding:8px">-457894577</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:trusting</td>
<td style="border-style:solid; border-width:2; padding:8px">936499892</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:water_movement</td>
<td style="border-style:solid; border-width:2; padding:8px">-128701925</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="Entity Description Properties">Entity Description Properties</p></h2>

<h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">JSON Name</th> <th style="border-style:solid; border-width:2;">ID</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">animations</td>
<td style="border-style:solid; border-width:2; padding:8px">1232311658</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">scripts</td>
<td style="border-style:solid; border-width:2; padding:8px">-76244517</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="Properties">Properties</p></h2>

<h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">JSON Name</th> <th style="border-style:solid; border-width:2;">ID</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:ambient_sound_interval</td>
<td style="border-style:solid; border-width:2; padding:8px">-1314051310</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:can_climb</td>
<td style="border-style:solid; border-width:2; padding:8px">-550459594</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:can_fly</td>
<td style="border-style:solid; border-width:2; padding:8px">985724318</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:can_power_jump</td>
<td style="border-style:solid; border-width:2; padding:8px">-763124853</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:collision_box</td>
<td style="border-style:solid; border-width:2; padding:8px">-1277663508</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:color</td>
<td style="border-style:solid; border-width:2; padding:8px">1069623177</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:color2</td>
<td style="border-style:solid; border-width:2; padding:8px">1429635777</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:default_look_angle</td>
<td style="border-style:solid; border-width:2; padding:8px">-815556357</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:equipment</td>
<td style="border-style:solid; border-width:2; padding:8px">714661022</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:fire_immune</td>
<td style="border-style:solid; border-width:2; padding:8px">-1071767182</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:floats_in_liquid</td>
<td style="border-style:solid; border-width:2; padding:8px">179778474</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:flying_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">-570508595</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:friction_modifier</td>
<td style="border-style:solid; border-width:2; padding:8px">-714364556</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:ground_offset</td>
<td style="border-style:solid; border-width:2; padding:8px">-1816881803</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:input_ground_controlled</td>
<td style="border-style:solid; border-width:2; padding:8px">-646415617</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_baby</td>
<td style="border-style:solid; border-width:2; padding:8px">1853172763</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_charged</td>
<td style="border-style:solid; border-width:2; padding:8px">125340337</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_chested</td>
<td style="border-style:solid; border-width:2; padding:8px">-817599379</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_dyeable</td>
<td style="border-style:solid; border-width:2; padding:8px">1381448355</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_hidden_when_invisible</td>
<td style="border-style:solid; border-width:2; padding:8px">-1553744</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_ignited</td>
<td style="border-style:solid; border-width:2; padding:8px">905710223</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_illager_captain</td>
<td style="border-style:solid; border-width:2; padding:8px">921912694</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_saddled</td>
<td style="border-style:solid; border-width:2; padding:8px">1037901616</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_shaking</td>
<td style="border-style:solid; border-width:2; padding:8px">523951884</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_sheared</td>
<td style="border-style:solid; border-width:2; padding:8px">1154836813</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_stackable</td>
<td style="border-style:solid; border-width:2; padding:8px">1184456737</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_stunned</td>
<td style="border-style:solid; border-width:2; padding:8px">1818977510</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:is_tamed</td>
<td style="border-style:solid; border-width:2; padding:8px">1646421078</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:item_controllable</td>
<td style="border-style:solid; border-width:2; padding:8px">1868311069</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:loot</td>
<td style="border-style:solid; border-width:2; padding:8px">1775814032</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:mark_variant</td>
<td style="border-style:solid; border-width:2; padding:8px">663621689</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:push_through</td>
<td style="border-style:solid; border-width:2; padding:8px">-138030768</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:scale</td>
<td style="border-style:solid; border-width:2; padding:8px">77854436</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:skin_id</td>
<td style="border-style:solid; border-width:2; padding:8px">1838729593</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:sound_volume</td>
<td style="border-style:solid; border-width:2; padding:8px">937951776</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:type_family</td>
<td style="border-style:solid; border-width:2; padding:8px">-255011285</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:variant</td>
<td style="border-style:solid; border-width:2; padding:8px">-1789583977</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:walk_animation_speed</td>
<td style="border-style:solid; border-width:2; padding:8px">972393614</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:wants_jockey</td>
<td style="border-style:solid; border-width:2; padding:8px">1832515141</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="Triggers">Triggers（触发器）</p></h2>

<h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">JSON Name</th> <th style="border-style:solid; border-width:2;">ID</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_death</td>
<td style="border-style:solid; border-width:2; padding:8px">-49357854</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_friendly_anger</td>
<td style="border-style:solid; border-width:2; padding:8px">-1009986313</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_hurt</td>
<td style="border-style:solid; border-width:2; padding:8px">-1028603471</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_hurt_by_player</td>
<td style="border-style:solid; border-width:2; padding:8px">-599009831</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_ignite</td>
<td style="border-style:solid; border-width:2; padding:8px">-1911489054</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_start_landing</td>
<td style="border-style:solid; border-width:2; padding:8px">-555648368</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_start_takeoff</td>
<td style="border-style:solid; border-width:2; padding:8px">426083399</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_target_acquired</td>
<td style="border-style:solid; border-width:2; padding:8px">1063277906</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_target_escape</td>
<td style="border-style:solid; border-width:2; padding:8px">-1373130027</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">minecraft:on_wake_with_owner</td>
<td style="border-style:solid; border-width:2; padding:8px">-1543219003</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<br><br>

<h1><p id="Properties">Properties</p></h1>

<h2></h2>

<h2><p id="minecraft:ambient_sound_interval">minecraft:ambient_sound_interval</p></h2>

设置实体播放其环境声音之间的延迟。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event_name</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">ambient</td>
<td style="border-style:solid; border-width:2; padding:8px">Level sound 事件作为环境声音播放。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">range</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">16.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">随机添加到环境声音延迟时间的最长时间（以秒为单位）。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">8.000000</td>
<td style="border-style:solid; border-width:2; padding:8px">实体再次播放其环境声音之前的最短时间（以秒为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:can_climb">minecraft:can_climb</p></h2>

允许此实体爬上梯子。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:can_fly">minecraft:can_fly</p></h2>

将实体标记为能够飞行，探路者将不再限制其下方需要实心方块的路径。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:can_power_jump">minecraft:can_power_jump</p></h2>

允许实体像原版中的马一样进行强力跳跃。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:collision_box">minecraft:collision_box</p></h2>

设置实体的碰撞箱的宽度和高度。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">height</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">碰撞箱的高度（以方块为单位）。负值将被设定为 0。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">width</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">碰撞箱的宽度（以方块为单位）。负值将被设定为 0。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:color">minecraft:color</p></h2>

定义实体的颜色。仅适用于具有预定义颜色值的原版实体（绵羊、羊驼、潜影贝）。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">实体的颜色值</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:color2">minecraft:color2</p></h2>

定义实体的第二种纹理颜色。仅适用于具有第二个预定义颜色值的原版实体。 （热带鱼） </br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">实体的第二种颜色值</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:default_look_angle">minecraft:default_look_angle</p></h2>

设置此实体的默认头部旋转角度。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0f</td>
<td style="border-style:solid; border-width:2; padding:8px">角度（以度为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:equipment">minecraft:equipment</p></h2>

设置用于此实体的装备表。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">slot_drop_chance</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">有几率从该槽位中掉落装备物品的槽位列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">table</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">装备表的文件路径，相对于行为包的根目录。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:fire_immune">minecraft:fire_immune</p></h2>

设置此实体不会受到火焰伤害。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:floats_in_liquid">minecraft:floats_in_liquid</p></h2>

设置此实体可以漂浮在液体块中。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:flying_speed">minecraft:flying_speed</p></h2>

此实体飞行的速度（以方块为单位）。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.02</td>
<td style="border-style:solid; border-width:2; padding:8px">每刻的飞行速度（以方块为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:friction_modifier">minecraft:friction_modifier</p></h2>

定义摩擦力影响此实体的程度。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">数字越大，摩擦力对此实体的影响就越大。值 1.0 表示常规摩擦力，而 2.0 表示两倍的摩擦力。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:ground_offset">minecraft:ground_offset</p></h2>

设置实体实际位于的地面的偏移量。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">实体与地面的偏移量值（以方块为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:input_ground_controlled">minecraft:input_ground_controlled</p></h2>

当配置为可骑行实体时，将使用 WASD 控件控制该实体。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:is_baby">minecraft:is_baby</p></h2>

设置此实体为婴儿。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:is_charged">minecraft:is_charged</p></h2>

当实体处于充能状态下使用的组件</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:is_chested">minecraft:is_chested</p></h2>

设置此实体当前携带箱子 。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:is_dyeable">minecraft:is_dyeable</p></h2>

允许对此实体使用染料以更改其颜色。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">interact_text</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">使用染料与此实体交互时将显示的按钮文本。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:is_hidden_when_invisible">minecraft:is_hidden_when_invisible</p></h2>

设置此实体可以在隐身时躲避敌对生物。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:is_ignited">minecraft:is_ignited</p></h2>

设置此实体当前处于着火状态。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:is_illager_captain">minecraft:is_illager_captain</p></h2>

设置此实体是灾厄队长。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:is_saddled">minecraft:is_saddled</p></h2>

设置此实体当前处于有鞍状态。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:is_shaking">minecraft:is_shaking</p></h2>

设置此实体当前正在晃动。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:is_sheared">minecraft:is_sheared</p></h2>

设置此实体当前已被修剪。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:is_stackable">minecraft:is_stackable</p></h2>

设置此实体可以堆叠。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:is_stunned">minecraft:is_stunned</p></h2>

设置此实体当前处于眩晕状态。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:is_tamed">minecraft:is_tamed</p></h2>

设置此实体当前被驯服。</br><a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:item_controllable">minecraft:item_controllable</p></h2>

定义在骑行时可以使用哪些物品来控制此实体。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">control_items</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">可用于控制此实体的物品列表。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:loot">minecraft:loot</p></h2>

设置此实体死亡时掉落的物品的战利品表。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">table</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">战利品表的路径，相对于行为包的根目录。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:mark_variant">minecraft:mark_variant</p></h2>

其他变种值。可用于进一步区分变种。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">变种的 ID。按照惯例，0 是基本实体的 ID。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:push_through">minecraft:push_through</p></h2>

设置实体可以推入的距离。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">0.0</td>
<td style="border-style:solid; border-width:2; padding:8px">实体的 push-through 值（以方块为单位）。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:scale">minecraft:scale</p></h2>

设置实体的视觉大小。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0 表示实体将以其在模型中定义的比例显示。数字越大，实体越大。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:skin_id">minecraft:skin_id</p></h2>

皮肤 ID 值。可以用来区分皮肤，比如村民的基础皮肤。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">皮肤的 ID。按照惯例，0 是基础皮肤的 ID。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:sound_volume">minecraft:sound_volume</p></h2>

设置实体的音效基本音量。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">实体用于音效的音量值。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:type_family">minecraft:type_family</p></h2>

定义此实体所属的族。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">family</td>
<td style="border-style:solid; border-width:2; padding:8px">列表</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">实体族列表</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:variant">minecraft:variant</p></h2>

用于将实体变种的组件组与其他变种的组件组区分开来。（如：豹猫、村民）</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">整数</td>
<td style="border-style:solid; border-width:2; padding:8px">0</td>
<td style="border-style:solid; border-width:2; padding:8px">变种的 ID。按照惯例，0 是基本实体的 ID。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:walk_animation_speed">minecraft:walk_animation_speed</p></h2>

设置此实体的行走动画速度的速度乘数。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">value</td>
<td style="border-style:solid; border-width:2; padding:8px">浮点数</td>
<td style="border-style:solid; border-width:2; padding:8px">1.0</td>
<td style="border-style:solid; border-width:2; padding:8px">数字越大，行走动画的播放速度越快。值 1.0 表示正常速度，而值 2.0 表示速度快两倍。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:wants_jockey">minecraft:wants_jockey</p></h2>

设置此实体要成为骑手。</br><a href="#Index">返回顶部</a><br><br>

<br><br>

<h1><p id="Triggers">Triggers</p></h1>

<h2></h2>

<h2><p id="minecraft:on_death">minecraft:on_death</p></h2>

只能由末影龙使用。添加一个触发器，用于调用此实体的死亡。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">满足此触发器的条件时要运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此触发器要执行的条件列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">事件的目标。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:on_friendly_anger">minecraft:on_friendly_anger</p></h2>

添加一个触发器，当附近与此实体类型相同的实体变得愤怒时，该触发器将运行。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">满足此触发器的条件时要运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此触发器要执行的条件列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">事件的目标。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:on_hurt">minecraft:on_hurt</p></h2>

添加一个触发器，以便在此实体受到伤害时调用</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">满足此触发器的条件时要运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此触发器要执行的条件列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">事件的目标。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:on_hurt_by_player">minecraft:on_hurt_by_player</p></h2>

添加一个触发器，以便在此实体受到玩家攻击时调用</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">满足此触发器的条件时要运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此触发器要执行的条件列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">事件的目标。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:on_ignite">minecraft:on_ignite</p></h2>

添加一个触发器，以便在此实体设置为着火时调用</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">满足此触发器的条件时要运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此触发器要执行的条件列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">事件的目标。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:on_start_landing">minecraft:on_start_landing</p></h2>

只能由末影龙使用。添加一个触发器，以便在此实体登陆时调用</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">满足此触发器的条件时要运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此触发器要执行的条件列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">事件的目标。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:on_start_takeoff">minecraft:on_start_takeoff</p></h2>

只能由末影龙使用。添加一个触发器，以便在此实体开始飞行时调用</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">满足此触发器的条件时要运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此触发器要执行的条件列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">事件的目标。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:on_target_acquired">minecraft:on_target_acquired</p></h2>

添加触发器，以便在此实体找到目标时调用。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">满足此触发器的条件时要运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此触发器要执行的条件列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">事件的目标。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:on_target_escape">minecraft:on_target_escape</p></h2>

添加一个触发器，当此实体丢失其当前拥有的目标时调用。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">满足此触发器的条件时要运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此触发器要执行的条件列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">事件的目标。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

<h2><p id="minecraft:on_wake_with_owner">minecraft:on_wake_with_owner</p></h2>

添加一个触发器，当此宠物的主人在与宠物一起睡觉后醒来时调用。</br><h3></h3>

<table border="1" style="width:100%; border-style:solid; border-collapse:collapse; border-width:2;">
<tr> <th style="border-style:solid; border-width:2;">名称</th> <th style="border-style:solid; border-width:2;">类型</th> <th style="border-style:solid; border-width:2;">默认值</th> <th style="border-style:solid; border-width:2;">描述</th> </tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">event</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">满足此触发器的条件时要运行的事件。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">filters</td>
<td style="border-style:solid; border-width:2; padding:8px">Minecraft 过滤器</td>
<td style="border-style:solid; border-width:2; padding:8px"></td>
<td style="border-style:solid; border-width:2; padding:8px">此触发器要执行的条件列表。</br></td>
</tr>
<tr>
<td style="border-style:solid; border-width:2; padding:8px">target</td>
<td style="border-style:solid; border-width:2; padding:8px">字符串</td>
<td style="border-style:solid; border-width:2; padding:8px">self</td>
<td style="border-style:solid; border-width:2; padding:8px">事件的目标。</br></td>
</tr>
</table>
<a href="#Index">返回顶部</a><br><br>

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